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Two sided texture basecolor

StefanTRC
Level 2

Using the oculus fork of UE4.26, two sided textures ignore the basecolor node when using the forward shader. This does not happen in unreal 4.26, only in the oculus fork. Has anyone experienced something like that, and what is the best way to combat it?

 

1 REPLY 1

StefanTRC
Level 2

STEPS TO REPRODUCE THIS ISSUE:

 

  1. Open new VR project in UE4.26 (oculus renderer fork)
  2. create a material
  3. plug in a texture
  4. tick "two-sided"
  5. in project settings, enable "forward shader"

Expected result: Texture is visible on two sides of a plane

Actual result: Texture base color is not visible, however ambient occlusion, roughness, metallic, and normal is still visible