I have created a shader that renders both sides in Shader Graph.
Both sides are rendered in UnityEditor.
However, the simulator does not render the back.
If there’s any necessary configuration or setting I’m missing, I’d appreciate guidance.
I have created a shader that renders both sides in Shader Graph.
Both sides are rendered in UnityEditor.
However, the simulator does not render the back.
If there’s any necessary configuration or setting I’m missing, I’d appreciate guidance.
Unfortunately, RealityKit’s ShaderGraphMaterial doesn’t have a cull face option like its PhysicallyBasedMaterial does, so all shader graphs use back face culling. The only way around this at present is to duplicate the faces with reverse winding order.
I can bring this up with Apple, but it always helps to have multiple voices requesting a feature. If you request a faceCulling property for ShaderGraphMaterial in feedback to Apple (via Xcode’s Help → Provide Feedback or the Feedback Assistant), it might help to convince them to add it.
Thanks for the reply.
I understood that the reason is that RealityKit’s Shader Graph does not have an option for Culling face.
I will send feedback to Apple.
I submitted this through the feedback assistant as well. Feedback Assistant
Any word from apple if adding MaterialParameterTypes.FaceCulling to ShaderGraphMaterial is in the works? If it helps @kapolka our Feedback ID is FB13557883
No word so far! Thanks for your feedback.
Ok, we will try and escalate this feature with our Technology Evangelist from Apple