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Wierd shading in UV seams
I have imported a model from Blender to Unity and applied a material with the default Specular PBR shader to it, but the model is presenting this weird shading artifacts where some UV islands of the model are shading differently to others.
Any help to solve this problem would be greatly appreciated.
wierd-seam-shading.jpg
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Is there a normal map attached? Has the vertex normals been split and not averaged at those seams?