How to render both sides of a cloth?

I am making a flag which is affected by wind force.

I currently can only see one side of the InteractiveCloth object. I understand that I need to use 2 planes. But isn’t there an efficient way to do this? Otherwise, won’t it calculate cloth physics for both of the planes?

I did this recently, for best results, duplicate your faces either in your 3d editing environment or via a script and flip the normals. Just turning culling off with screw up your lighting (as the lighting uses the normals and they will face the wrong way) and if you create a 2 pass shader you will end up with un-needed extra draw calls.

Just to document – having tried just about everything in Unity 5.3, duplicating the geometry has been the closest solution, though both sides are simulated separately leading to “rogue edges” being seen from the other side.

The solution Jonny Roy suggested does NOT work in 5.3 because Unity seems to simulate the cloth based on its normals – this is what the “surface penetration” value represents, how far negative to resting position the cloth is allowed to move (opposite normal direction), while “max distance” represents maximum distance negative OR positive resting position the node is allowed to move.

Please correct me if I’m misled.

Looking into this myself I discovered the only thing that worked for me was instead of using a plane, using a very thin box as the cloth instead to display two sides properly.