Just another flip normals post

Hello folks,

I’m using a script I found on the internet (pasted below) to flip the normals of a 360 image used as a cube texture.

The Shader works well but mirrors the image where left becomes right and right becomes left. Any ways to fix that ? Thanks in advance.

Shader “Flipping Normals” {
Properties{
_MainTex(“Base (RGB)”, 2D) = “white” {}
}
SubShader{
Tags { “RenderType” = “Opaque” }
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 color : COLOR;
};
void vert(inout appdata_full v) {
v.normal.xyz = v.normal * -1;
}
void surf(Input IN, inout SurfaceOutput o) {
fixed3 result = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = result.rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback “Diffuse”
}

The paste didn’t came out good so here is the script attached as a file.

4385428–398209–skybox.shader (610 Bytes)