#Question about URP lit shader
1 messages · Page 1 of 1 (latest)
I presume you set the leaf material to render face: both?
If so, that renders light on only the front face, and duplicates it on the back face
You could make a shader graph that flips the normal to always face you so you only see the front face, but it can be inconvenient to make a new lit shader just for that
Another option is to duplicate the leaf polygons in a mesh editing program and flip their normals
That could also be done non-destructively and automatically with a modifier, like Blender's Solidify without edge geometry enabled
Ok, so this is a "limitation" of the shader. Say I use blender to flip the mesh normals. What would that do to the top of the leaves? Would they now be dark if I rotated the camera around?
It would, but the point is you duplicate before flipping
ah, I see
So you've got two layers of leaves overlapping exactly, facing different directions
right. Ok, thanks for the feedback!
It doubles the geometry for them, but geometry is relatively not expensive
Having to swap to a different shader during rendering hinders batching a bit
So I would usually prefer the extra geometry method
However if you also do vertex animation for wind or the like, using the mesh normals, then the undersides can become detached from the top sides of the leaves