@Axi5 and @m4dcow Just wondering, is this effective for materials with alphas like leaves? I utilized this tutorial create the hypershade map for a leaf but I never seemed to get the desired result.
Surprisingly, all game engines will have doublesided shader options (aka: diasable backface culling), not that many seem to support Two Sided Lighting, or in some engines referred to as: "Light from both sides". In the case where Two sided lighting is not an option, strictly using doublesided can be problematic for…