Godot Version
4.5.1 Stable
Question
In the Godot documentation it says:
By default, Blender has backface culling disabled on materials and will export materials to match how they render in Blender. This means that materials in Godot will have their cull mode set to Disabled. This can decrease performance since backfaces will be rendered, even when they are being culled by other faces. To resolve this, enable Backface Culling in Blender’s Materials tab, then export the scene to glTF again.
However in Blender in the materials tab under backface culling it has 3 options: Camera, Shadow, and Light Probe Volume. Do I enable all 3? or just Camera?