Backface Culling (Backface Culling / Cull Back) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). A basic culling technology that automatically discards rendering calculations for "polygons facing backwards" that are physically invisible to the camera, such as inside or behind a 3D object, at the initial stage of the GPU, dramatically reducing the rendering load by half.

Real-world analogy: A rational slacking rule that saves half of the paint cost (GPU load) by completely skipping painting (coloring) the ``white wooden frame behind the signboard'' that is never visible to the audience on the stage set of Haribote

Backface culling is "an ultra-powerful automatic corner-cutting system on the GPU that checks the front and back sides of all polygons and completely skips and discards rendering calculations (coloring) for the 'back-facing side' from the beginning from the beginning". Since 3D objects (spheres and buildings) are basically only viewed from the outside, this system eliminates 100% of unnecessary pixel calculations such as those inside the sphere that should not be visible, and the drawing speed is always nearly twice as fast. The correct TA setting is to pinpoint and prohibit (Cull Off) only polygons that you want to show from the back, such as the back of a cloak.

Backface Culling (Cull Back) concept infographic diagram

Illustration: Backface Culling (Backface Culling / Cull Infographic that illustrates the basic processing flow and mechanism of Back) in Japanese in an easy-to-understand manner

Detailed mechanism and operating principle

Change the material's insector settings and the "Render Face" property in the Shader Graph's Graph Settings to "Double Sided" and disable backface culling.