Hi,
I use TwoSided lighting for window for example using this technique with culling disabled :
float4 ps_main( Interpolator i, bool bIsFrontFace : SV_IsFrontFace ) : COLOR0
{
float3 normal = bIsFrontFace ? i.normal : -i.normal;
}
Works well for plane mesh but with a sphere you have a bad result so I was curious and experimented things.
Using two render switching the culling mode clockwise/counter-clockwise gives a better result for a sphere.
Is it possible to have a good result for a sphere using the one-draw-call method ?
Or maybe in case of a sphere it's needed to have another mode ?
Thanks