transparency and backface culling

hi, i have a transparent sphere. i want to enter the sphere and from inside look out to the world through the transparent sphere faces. however when i enter the sphere now, backfaces are culled and i don't get an "inside the sphere" immersion. what needs to be done to turn backface culling off for the sphere?

In your Pass write `Cull Front` or `Cull Off`. Check out: ShaderLab syntax: Culling & Depth Testing

The other alternative (if you aren't using Unity's built-in 3D objects but instead import models from a modelling tool like Blender or Maya) is to make your model two-sided, with polygons facing inward and outward.

Or if you dont need the see the outside of the sphere, reverse the sphere normals in Maya or by code in Unity.