Two sided material with two different types of shading models

I’m trying to achieve unlit effect for the inside of the model but without using the emissive input. This workflow does not work for me as some of the shading effects like ambient occlusion remain over the emissive surfaces.

Has anyone worked with something similar to this, or have an idea how can the concept in the image work?

I don’t think what you are trying to do is possible. I think that either there is no solution to running two shading models on the same material at the same time, or the TwoSidedSign doesn’t work as an alpha.

I tried to recreate your work in the version of 5.0.3 and noticed that the Unlit shading model is missing. It could be that the feature is very new which causes it to not support such a feature.

From the error you receive it basically tells you that the TwoSidedSign is invalid. This can be because this node isn’t usable in this current state of the shader and is properly created afterwards.

May I ask what you are trying to do? Is this for a mesh or for post processing?

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Thanks for your reply!
I’m trying to chop a model through opacity, and i want the rear side of the polygons to have a flat unlit surface. Increasing just the emissive value does not do the job as Post Process ambient occlusion is still present over the emissive surfaces. I know i can filter this out in post process material, but i wanted to know if i can achieve it without messing with Post process materials.