Rendering different textures to 2 sides of an object

I’ve got an animated plane - a kind of flying carpet. It’s a skinned meshrenderer. I’d like to render different textures to each side. Followed the advice given here to duplicate the geometry using an AssetPostprocessor script:

Which is nice in that it makes the back side render, but it is the same texture as the front, reversed. As if painting on glass and viewing it from the other side of the glass. Is this question of setting up a model that wraps around to both side or is there a shader that might address this?

I would just double the geometry yourself rather than with an asset pre-processor. Then make a texture with both sides of the carpet in it and use texture UVs on your model to map to the part you want.

Thanks, sound like a good approach.

I think that a way easier approach is to create a shader that has two passes, one for each side.

First pass :
Set culling to Front and display Texture A.

Second pass :
Set culling to Back, flip normals, and display Texture B.

It’s easier if you have experience writing shaders, it’s also slower to render since it’s doubling the draw calls for that object.