Smooth dynamically generated mesh in Unity?
Given a mesh (that itself was created in realtime by merging simpler base meshes), how could we during runtime* turn it into a smooth, almost like wrapped-in-cloth mesh version of itself? Not quite a fully convex version, but more rounded, softening sharp edges, bridging deep gaps and so on. Thanks!
*The mesh setup is made by people and its specifics unknown beforehand. All its basic shape parts (before we merge them) are known though. The base parts may also remain unmerged if that helps a solution, and it would be extra terrific if there was a runtime solution that would fastly apply the wrapper mash even with base parts that change their transform over time, but a static one-time conversion would be great too.
(Some related keywords may be: marching cube algorithm & metaballs, skin above bones, meshfilter converting, smoothing shader, softening, vertices subdivision.)
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