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Material for mesh based terrain
I'm tiling together a terrain using basic meshes that I construct in a script. This works well, but applying a material just doesn't look right. The corners don't blend smoothly with the sides
I've tried tweaking the material, the lighting, the mesh itself but can't find a awy to fix it. The corner triangles are too dark on the one side, and too bright on the other.
I don't mind experimenting with writing a shader but the Standard surface shader already has the same problem.
Is there a way to fix the shading so it looks smooth?
You need to assign the normals of the mesh. Check the Scripting API and User $$anonymous$$anual for Unity's mesh class.
I already run $$anonymous$$esh.RecalculateNormals after the mesh is created, does that not assign them automatically? The texture is actually applied well (just a simple grid texture).
Answer by Remy_Unity · Nov 27, 2017 at 12:34 PM
It clearly seem to be related to the mesh normals. When you use Mesh.RecalculateNormals, Unity simply creates the normals by looking at the shared vertices between triangles. Looking at your mesh, I guess that each quad is a separate mesh element (not separate mesh renderer, they just don't share vertices). If you want to have a hard edge at your corner, you need to separate the triangles that lay there : 2 triangles, 6 vertices (not 4), by doubling the vertices shared by the "hypotenuse".
Answer by Txguug · Nov 27, 2017 at 01:10 PM
you need to separate the triangles that lay there : 2 triangles, 6 vertices (not 4), by doubling the vertices shared by the "hypotenuse".
I think I understand,
so (using quads) instead of
(a)(b)
(c)(d)
with triangles (a,b,c) and (c,b,d)
iI'll try
(a)(b,c)
(d,e)(f)
with triangles (a,b,d) and (e,c,f)
Your answer
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