Only one side of a plane is displayed, while if you view the plane from the other side, the plane isn’t visible. How can I change it so that the plane is visible from both sides?
A shader which forces 2 sided or a mesh that has polygons with normals pointing both ways.
Just add Cull off to your shader
2 solutions: You can add Cull Off to shader or duplicate the plane and rotate 180 degree. Note: Double sided shader will consume a bit performance. If that’s OK. Go ahead.
Create a new material, (inn my case using URP lit shader), in the surface options there is render face, Choose urs accordingly either front back or both
I didn’t know how to make a shader but I found this thread: how to turn off back face culling and it helped me do it.
Basically just right click in your project where you would normally make a script, hit Create > Shader > Standard Surface Shader, and then just add ‘Cull Off’ under ‘SubShader’ like this:
SubShader
{
Cull Off
Tags { "RenderType"="Opaque" }
LOD 200
You can then just drag that shader onto the shader box of your material in the inspector and it should work.
Simple answer but the best. Just duplicate and flipping was all I needed. Thanks Akira!
Using duplicate geometry with opposite face normals is often the best solution and preferable to using double-sided shaders. The additional geometry is usually not an issue and double-sided shaders often have lighting issues, including the URP Lit Shader, because they just use the lighting from the front on the backside as well, so both sides are equally bright or dark, depending on how the front face is lit. There are shaders that don’t do that, but as others have mentioned, this might not have a performance benefit compared to using duplicate geometry.