Unity Alpha Holes Texture

In unity, when I apply a texture to a ball that has alpha holes applied to it, you can see through the holes completely. Here’s what I mean.

In Blender


you can see through the holes and when the holes don’t line up you can see the inside of the mesh.

in Unity

You can’t see the inside of the mesh. You can only see straight through the hole as if they line up all the time.

I feel as it has to do with the texture shader. I’m using the standard shader with cutout setup in Unity 2017. When I use the particle texture for alpha , you can see the inside of the mesh, but the lighting is messed up.

Search for double sided material on the forums. The short version is just duplicate the geometry and flip the surface normals. Enable backface culling in Blender to make this easier to see.

Or use a boolean operation in blender to connect the holes with holes on the other side. It will look like this.

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Thank you for your feedback. I’m using about 600 of these on screen at all times, so duplicating the geometry would really make the game chug. I think I may have to just settle with how things look.

Scratch this post. Just found the 8 year long thread about Double Sided Materials in Unity. Thank you bgolus.

If you are going to put 600 of these in the same scene and you’re running into performance issue for your target platform, I think the more logical solution would be billboard sprite, not necessarily all of them, but for those far away from the camera, maybe as a late LOD layer before being culled completely.