Wrong shading on backfaces

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 7622323--948058--upload_2021-11-2_12-26-36.png
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