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Cannot see the back part of transparent globe
Hi every body,
May be its a noob question,but i not able to understand the problem. I have a globe and i make it transparent,but i cannot see the opposite side of globe and at the same time i can see background screen exactly,as shown in attached image.
Please help!! and please excuse me for my poor English.
Thanks in Advance.
In Unity, meshes are one sided. So when you view the partially transparent globe you don't see the backside of the other side of the sphere. You can modify the shader to turn off backside culling, but there are often lighting issues since both sides will be displayed as if they they are the 'front' with respect to the light. In theory it is possible to create a shader that renders both sides. There are several long posts about the issue on UA, but this would be a special shader that you may have to hunt up or create yourself. You might be able to play games by have two spheres, one with normals facing outward and one with normals facing inward. There is a Wiki script that will reverse normals at runtime, but it would be better to do it at edit time if possible.
thanks robertbu for your help could you please tell me how to turn off backside culling.
I believe that it is usually achieved by writing another subpass in your shader that renders the faces even if their normal is facing away from the camera or is blocked.
Answer by MakeCodeNow · Feb 15, 2014 at 08:29 PM
You just need to set Cull to Off in your shader. That will tell Unity to render both front and back faces.
can you please tell me from where to set off in shaders,I am very new to unity and i am not able to find it.
http://docs.unity3d.com/Documentation/Components/SL-CullAndDepth.html
The reveal backface shader.
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