Hey, I'm trying to make a shader that essentially just makes it so the backface of a plane displays all the shadows and reflections that the front receives. Here is what the plane looks like with a super simple shader 2-sided transparent shader that only has inputs for the base texture and smoothness (which is turned up). You can see the shadows from the light, as well as a big reflection. But on the other side of the face (second image), only the front face's shadows are visible, not the reflections. I tried simply flipping the tangent space normal if it is a back face using this sub graph (image 3), but that did not make the reflections display on the backface, and it also completely removed the backface's shadows. Any ideas on how I might achieve this behavior?
#Backface Reflections Shader Help
8 messages · Page 1 of 1 (latest)
Does it really work for specular to flip the tangent normal? I assumed it'd be too viewpoint-dependent to be useful if it worked at all
I think you can't use just the lit graph if you need different type of normal flipping for specular and diffuse lighting
For that you'd need the lighting as nodes to do the operations separately:
https://github.com/Cyanilux/URP_ShaderGraphCustomLighting
Though I'm not totally sure if that's necessary here
ah okay, that makes sense. thanks. im doing this because in my first person game there’s a dirty glass visor that covers the player’s screen and i wanted those nice speculat highlights to be visible when you look at lights but at the moment it’s only visible from the back:
but if it’s not as easy as just flipping a normal it’s probably not worth the headache
My first choice would be to use the screen space lens flare post processing
And/or bloom with a dirt texture
Inverted specular reflections could be interesting, but not accurate and maybe not pretty if it's also showing the inverse of the reflection probe over the screen