Is Backface culling still an issue for Unity 5.4? Vertex shader and double sided material possible?

So I am creating a Garden (building it in maya) and using Unity as the engine (using vertex shading in Maya for the textures/colours). So in Unity, I apply a ‘vertex shader’ (that my teacher put together) onto my mesh which works brilliantly, it displays the vertex colours. However as most of the objects, e.g the grass, has only 1 face side, the ‘faces’ on the back do not show (no normals basically pointing the other way). I also have another seperate ‘double sided material shader’, but that is seperate and wont display vertex.

So I read this post Backface culling in Unity - Unity Engine - Unity Discussions but people say they advise against using Cull off, as it affects lighting. Is this the case still in Unity 5.4.1f1? Is there a way around my situation? I need a shader that displays ‘vertex colours’ and ‘double sided material/faces’ to show. Or can I add ‘Cull Off’ inside my ‘vertex colours’ shader code…somewhere?

This issue I am facing is stopping my progression and I cant find a way around it. Any help would be greatly appreciated!

Thank you

bump can an admin say if I should wait a few days for an answer or once it has past page 1 there is no hope?

I’ll admit I’m not good with shaders, but the worse I would think that would happen is you add cull off and it doesn’t produce the effect you want. Then you just remove it. I have used cull off before on some shaders, but haven’t used vertex colors, so I can’t say what would happen personally.

hmm ok thanks :). I will test cull off and see what effect it produces with the lighting. I was only advised to use vertexpainting (In Maya) by my teacher, other wise I would need to create lots of materials in 3D Engine>Unity, and all those material files (I think) will affect the performance on the Gear VR or something along those lines. He said it affects something :confused: