Double sided material, how to?

Normally it is easy to make a double sided material, you just use the material editor and select cull mode. However, in my case I am making a complex hand written shader in HLSL. It is a ray tracing shader and was set up for Flax using this :

Basically, I need to know, how to render the cube in that tutorial as two sided?

I realize you can put HLSL code directly into a node in the material editor, however, this shader is very complex and not suitable for that.

You can control triangles culling via GPU Pipeline State:

desc.CullMode = CullMode.TwoSided;
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Perfect, thanks :slight_smile: