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Help  Backface URP Material
#1
Currently only Builtin Pipeline Shader is available in OBI for backface. However the new URP allows to distinguish between front and back face and its working very well upto some extent but lighting is not working properly on backside of cloth in URP where we try to use URP Standard Lit with Backface option.

If we change our model add 2 side faces then it might not work in Obi Cloth Blueprint. Any idea how we can work with backfaces properly in URP or any shader or material that you can suggest us? any plans to support URP backface shader in future?
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#2
Hi,

(26-09-2024, 09:42 AM)vrtraining Wrote: any plans to support URP backface shader in future?

Obi does not require any specific shader to work, shaders don't require any specific setup to work with Obi either. So we can't "add support" for a specific shader, since all shaders are already supported.

The problem is that URP's Lit Shader in backface mode doesn't invert the normal of back faces (regardless of being used on a Obi object or not), which will cause both sides of the object to receive the same lighting. It's trivial to make a proper two-sided URP shader yourself, though: all you do is check whether it's a front face, and if it's not you invert the normal.


[Image: msmBxaX.png]

(26-09-2024, 09:42 AM)vrtraining Wrote: If we change our model add 2 side faces then it might not work in Obi Cloth Blueprint.

It will work fine, however this is more tedious to set up and considerably costlier as it doubles the amount of geometry in your mesh.

kind regards,
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#3
(26-09-2024, 10:25 AM)josemendez Wrote: Hi,


Obi does not require any specific shader to work, shaders don't require any specific setup to work with Obi either. So we can't "add support" for a specific shader, since all shaders are already supported.

The problem is that URP's Lit Shader in backface mode doesn't invert the normal of back faces (regardless of being used on a Obi object or not), which will cause both sides of the object to receive the same lighting. It's trivial to make a proper two-sided URP shader yourself, though: all you do is check whether it's a front face, and if it's not you invert the normal.


[Image: msmBxaX.png]


It will work fine, however this is more tedious to set up and considerably costlier as it doubles the amount of geometry in your mesh.

kind regards,


Thanks for detailed response
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