This is actually a bit trickier than you would think...for Unity at least :/
While Maya has backface culling off by default, Unity does not. You would think you could simply turn it off in Unity but this is not the case. I originally thought it was related to disabling the Z Depth but that didn't make it any better. So i decided to settle for the inelegant but functional solution: Render it twice.
The first pass renders the backfaces and the second draws the front faces over them. If you make a fist and imagine your palm as the backfaces you can probably get a sense of why this works. I only included the Unity shader this time since fixing this in maya is a matter of simply commenting out the culling in the previous shader.
If anyone has any suggestions for a better way around this please let me know :)
While Maya has backface culling off by default, Unity does not. You would think you could simply turn it off in Unity but this is not the case. I originally thought it was related to disabling the Z Depth but that didn't make it any better. So i decided to settle for the inelegant but functional solution: Render it twice.
The first pass renders the backfaces and the second draws the front faces over them. If you make a fist and imagine your palm as the backfaces you can probably get a sense of why this works. I only included the Unity shader this time since fixing this in maya is a matter of simply commenting out the culling in the previous shader.
If anyone has any suggestions for a better way around this please let me know :)
Unity SHADER File:
unlittexturealphadouble.shader |