I'm not sure if this is an Unreal question, or just a shader question in general. I basically want to fake transparency by showing the reflections from the opposite side of the model. My thought is that a sort of inverted normal would render the inverted reflections captured by the reflection actors. For specific reasons I can't use traditional transparency. Also it doesn't have to be very precise since the end material will distort it (think a very thick rough block of glass, water, or ice). Any thoughts on this would be cool.
Replies
Less rough:
I should use this more often hah...
There is also a fairly cheap way to have basic diffuse lighting from a directional light.
You could just take the dot procuct of a vector and the vertex normals. Or if you want normal map too then pixel normal world space instead.