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Question by HooksForFeet · Oct 21, 2021 at 03:17 PM · renderernormalspipelinecullinguniversal

Why is this back-facing texture showing through?

have a mesh of some walls and a floor that I want to be visible from both sides. I duplicated the faces and flipped their normals in Blender, then exported it as an FBX to import in Unity. I've set up the texture and material in such a way that the faces that face inwards are green, and the ones that face outwards are red. This works somewhat well, but I'm getting a strange depth issue in some cases.

Animated gif of the issue

As you can see in the image, in the corner with the two narrow walls the red outward-facing polygons show through the green inward-facing walls, as if the green wall is transparent.

I checked the model and the normals are all pointing in the right direction. It somehow looks like some sort of depth buffer issue, where the renderer thinks the red wall is closer than the green one it's supposed to be obscured by.

I'm using Unity 2021.1.25f1 with the URP v11. The shader is just the standard URP/Unlit shader.

What could be causing this?

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