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Normals on procedural mesh
I need to apply normal map to procedural mesh. As I see, it's can be easy done with material, I can just set normal texture(if I wrong, please correct me). But now I generating mesh through the code. And mesh class have normals and tangents, I don't really understand how I should use them to apply normal map.
Im using uvs to set correct texture to each quad/side of the mesh from texture atlas and I have normal texture to each texture, so how I should apply different normal map for each quad/side.
If you shader supports normal maps, they automatically get used and most likely use the same UVs as the main texture (an exception is the Detail Albedo/Normal slot from the Standard Shader). I you call RecalculateNormals() after assigning your mesh vertices and triangles, you should be fine.
In short, you don't have to do anything special to use normal maps.
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