How to turn on visibility of back face?

Hi. I was wondering is there any good solution for problem of non visibility of back face of polygons on 3D models? For example if i have female with dress, looking from front it looks like there is no dress from behind. My solution is to make additional polygons for the back side, but that is in my opinion taking unnecessary polygon space and space on UV map, and it can also create problems while animating and weight painting. Is there another way to solve this? I found this thread, but it is very old and solution is not really a solution, it’s just a workaround with that script posted by aldonaletto. So i was wondering was any better solution found in the meantime? For example in marmoset toolbag there is checkbox “cull back faces”. If i uncheck it, back face become visible. Is there something like that in Unity? I can’t find where it is “turn off backface culling in the shader” what they mentioned in the thread, if it exist.

I think you’re gonna need to tweak your shader code, or find a shader that doesn’t use backface culling. There isn’t a standard checkbox for it that I know of.

Thank you… This wont help me a lot since i’m not a coder. :-/

I feel ya. Shader coding is black magic to me.

You would be surprised by the amount of shaders there are out there though! Google around and see if you can find anything :slight_smile:

If you can part with the money, something like Shader Forge is a really solid investment for times like this too. You still have to learn it, but it’s way more approachable for a non-coder.

Refer to this discussion: Backface culling in Unity - Unity Engine - Unity Discussions

Your best bet may be to duplicate the geometry.

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Bookmarked. thanks for the resource!

@SarfaraazAlladin i like that shader pack… Can’t afford it at the moment, but will bookmark it. But, do you know or anyone here, am i allowed to use shaders from that pack on my 3D models in asset store (not free models)?

@Dave-Carlile Thank you… I asked the question there, maybe someone will help. I really want to avoid duplicating the faces then flipping normals since i want to use same 3D assets on other places where i don’t need to do that. Duplicating faces and fliping normals create the need to adjust UV map to add aditional islands for those flipped faces, which will in the end reduce the quality of texture map. All i need is to show clothes that it is there. I don’t need that area to be extra “properly lit”, since those areas are in the shadow anyway.

On thread you posted Legion555 wrote: “4 years later,
At this moment with unity 4.X back facing culling off works very good for clothes and hair shaders. just depends on your needs, but if you create a shader and then set the culling off in the subshader section everything works very fine, (at least for me)”

That looks like exactly what i need. I asked the question there, but in case he don’t answer (cause it’s after 2 years), maybe someone here knows, how exactly he did that?