Sphere with Cutout + Flipped Normals

Hey Guys,
for my 3D Project I need a Sphere with a flipped normals shader and a cutout shader is this possible? Flipped the Normals of a Sphere with this shader:

// Based on Unlit shader, but culls the front faces instead of the back

Shader "Insideout" {
Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader {
    Tags { "RenderType"="Opaque" }
    Cull front    // ADDED BY BERNIE, TO FLIP THE SURFACES
    LOD 100
 
    Pass {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
       
            #include "UnityCG.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                half2 texcoord : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
       
            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                // ADDED BY BERNIE:
                v.texcoord.x = 1 - v.texcoord.x;           
                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }
       
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.texcoord);
                return col;
            }
        ENDCG
    }
}

}

Solved! Just set the backfaceculling on after i import the sphere in Blender then i choosed the normal cutout shader.

1 Like

I am having the same problem. I don’t really understand your solution. I would be interested to know more. I never use blender but it is installed on my computer.