I wanted to create the simple double-sided force field shader but stumbled upon a problem with the double-sided rendering of transparent objects.
You can see that the Cull Off shader has some artifacts. On the other hand, the double-sided mesh with the Cull Back shader doesn’t have these artifacts.
I’ve decided to do some research about the ways to render objects from both sides. I want to look into how they work with transparent objects and what approaches can be used in LWRP.
There are several ways to render meshes from both sides:
- A single-pass Cull Off shader with normals flip on VFACE, if lighting is needed
- Two-pass shader, the first pass with Cull Front, the second with Cull Back
- Two Materials Basic material and material with Cull Front and flipped normals
- Double-sided mesh
All variants except the fourth require shader modifications