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Answer by Graham Dunnett

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Real-time 3d applications treat surfaces as one-sided only, and use the vertex ordering to determine whether a triangle is forward or backwards facing. You'll need a shader that doesn't do backface removal. This site already has a question about this: http://answers.unity3d.com/questions/280741/how-make-visible-the-back-face-of-a-mesh.html

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