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Question by AdamLacko · Jul 24, 2020 at 11:13 AM · shaderscullingbackface

[URP] How to cull front faces of the mesh when viewing through its culled backfaces?

Hi there,

I was wondering if anyone could give me a little advice regarding this issue.

As you can observe in the first picture, I have a cliffside built from tiles. The game's (pseudo)isometric so the camera rotates roughly around the center of the screen. That means the camera can get itself behind the cliff (refer to picture no.2). The cliff backfaces are culled via shader and this gives almost desired behavior, with the exception of some front faces appearing because of the mesh shape.

Is there any way to tell Unity to cull off the front faces when looking through the same mesh back faces? I tried to tinker with URP renderer features material and depth overrides in srp renderer settings with no luck.

Is this achievable via custom shader? Any idea would be greatly appreciated.

Best regards,

Adam

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