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Why does pre-fractured mesh show where it is fractured?
I created a pre-fractured mesh using Cinema 4D's Voronoi Fracture modifier, but when I import it into Unity, the mesh shows where the object has been fractured on some sides. I've played around with post processing as you can see, but no changes fix it. Playing around with the camera's clipping planes helps only a little bit but cuts out what you can see. Is there any solution to this? I've seen other examples on YouTube where this doesn't happen.
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