This seems like such a rudimentary feature to completely turn off backface culling. I’m not talking about GL.invertCulling, since this just flips between front and back. Rendering water will require both front and back faces. How unity is currently setup you’d need to render everything twice for the reflection. This seems like such a hit in your perfomance that I cannot grasp why you would not enable users to completely toggle off culling from a script. I’m aware you can do this in a shader, but what if you have tons of custom shaders. You’d need 2 of each (one with culling and one without).
Or am I completely missing something here and it is possible?
Roderick