Hi, i was trying to understand if using double sided shader is much expensive of single side shader.
I was thinking about a sphere, you want to let the user see the texture when is inside and outside its volume,
- Is the geometry duplicated and flipped automatically to have the normals facing the other side (this is the less performant and probably less thinkable implementation for sure)
- Or the shader/api/graphic card simply ignore the direction of the normals vector to check face visibility?
- Any other tetchnique?
I didn’t find ay informations about its implementation at lower levels.