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Make ShaderBall meshes double sided #95

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6 changes: 6 additions & 0 deletions full_assets/StandardShaderBall/layers/environment.usda
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@ def Xform "standard_shader_ball_scene" (

def Mesh "grid"
{
uniform bool doubleSided = 1
float3[] extent = [(-50, 0, -50), (50, 0, 50)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 3, 1, 3, 0, 2]
Expand Down Expand Up @@ -172,6 +173,7 @@ def Xform "standard_shader_ball_scene" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-50, 0, 50), (50, 75.8639, 50)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 3, 1, 3, 0, 2]
Expand All @@ -191,6 +193,7 @@ def Xform "standard_shader_ball_scene" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(50, 0, -50), (50, 75.8639, 50)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 3, 1, 3, 0, 2]
Expand All @@ -210,6 +213,7 @@ def Xform "standard_shader_ball_scene" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-50, 75.8639, -50), (50, 75.8639, 50)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 3, 2, 3, 0, 1]
Expand All @@ -229,6 +233,7 @@ def Xform "standard_shader_ball_scene" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-50, 0, -50), (50, 75.8639, -50)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 3, 1, 3, 0, 2]
Expand All @@ -248,6 +253,7 @@ def Xform "standard_shader_ball_scene" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-50, 0, -50), (-50, 75.8639, 50)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 3, 1, 3, 0, 2]
Expand Down
20 changes: 20 additions & 0 deletions full_assets/StandardShaderBall/layers/shaderball.usda

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