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Channel: Answers for "How make visible the back face of a Mesh"
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Answer by Jammer3000

Hi well the problem with this is that, it depends were you got the mesh and if you got it from the asset store or anywhere else in a unity run program, then click on the mesh in the project view and in...

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Answer by Eric5h5

That's how it works with backface culling. You can either turn off backface culling in the shader (but the lighting on the backface will be wrong), or create the mesh as double-sided.

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Answer by aldonaletto

As @Eric5h5 said, removing backface culling works, but produces wrong lighting. You can double face the mesh by duplicating the triangles (the new ones must have inverted winding order) and the...

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Answer by roberto_sc

C# version of @aldonaletto's script: private void Start () { var mesh = GetComponent().mesh; var vertices = mesh.vertices; var uv = mesh.uv; var normals = mesh.normals; var szV = vertices.Length; var...

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Answer by Jammer3000

Hi well the problem with this is that, it depends were you got the mesh and if you got it from the asset store or anywhere else in a unity run program, then click on the mesh in the project view and in...

View Article


Answer by Eric5h5

That's how it works with backface culling. You can either turn off backface culling in the shader (but the lighting on the backface will be wrong), or create the mesh as double-sided.

View Article

Answer by aldonaletto

As @Eric5h5 said, removing backface culling works, but produces wrong lighting. You can double face the mesh by duplicating the triangles (the new ones must have inverted winding order) and the...

View Article

Answer by roberto_sc

C# version of @aldonaletto's script: private void Start () { var mesh = GetComponent().mesh; var vertices = mesh.vertices; var uv = mesh.uv; var normals = mesh.normals; var szV = vertices.Length; var...

View Article

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