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Question by Paradoxx_ · Jul 14, 2016 at 02:47 PM · c#errormesheslighting bugshading

Why is my custom created (at runtime) mesh shading so weird?

I'm working on a little project that involves creating a mesh at runtime. I generate a bunch of vertices, assign triangles, and then send it out to the meshFilter. I'm not editing UVs, because i'm not using textures. For normals, I run finalMesh.RecalculateNormals();. When I run the project however, I get a really weird shading on the object: alt text alt text I'm not going to add all my code because it is rather large, but I will add bits and pieces if you ask for them.

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Answer by yonixw · Jul 29, 2017 at 07:49 PM

http://answers.unity3d.com/questions/553218/odd-lighting-on-procedurally-generated-mesh.html

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avatar image yonixw · Jul 29, 2017 at 08:44 PM 0
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tl;dr - You can't share vertices between faces for sharp look unless you have your own shader.

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