Hi! There is an issue with two sided shading with high metallic or smoothness values. URP 12, 13
metallic: 0, smoothness: 0
metallic: 1, smoothness: 0
metallic: 0, smoothness: 1
metallic: 1, smoothness: 1
I think this is due to our lack of support for flipping or mirroring normal vectors on back faces. It is on our radar though. As a workaround, you should be able to make a Shader Graph that does it.
Apparently i can’t use Is Front Face node in vertex stage 
Is there any other way i can flip normals only on back faces?
You will need to flip the normal in the fragment shader stage. This is because the same vertex could be part of both a front facing and a back facing triangle.
Thanks, i got it working