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Question by jadde_dahlberg · Aug 13, 2019 at 08:30 AM · lightingshadowsverticesnormalsprocedural mesh

Procedural mesh shader problem

Hello! I'm currently procedurally generating a mesh using mesh.vertices and so on. I stumbled upon two problems and I'll try my best to describe them in detail. Problem 1: There's a weird light that shines through my entire mesh. I think it's the skybox. Does anyone know what it is and how I can get rid of it? alt text

Problem 2: The shadows on the faces look really bad. I've played around with the bias of my directional light but doing so doesn't give me a nice sharp edge. Are there any other ways to cast/simulate lighting to make it look better and/or less "wavey" but at the same time sharp on the edges?

alt text

It's just a flat surface constructed by Vertices, triangles to create quads which are then placed in square tiles.

Note: I am generating the normals by setting them all to Vector3.up Maybe this isn't the way to go considering some faces have a slight angle?

Cheers!

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