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How are the vertex normals of a mesh calculated in unity?
Are they weighted or are they not? It would be great to know what algorithm is used.
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I don't know how much luck you'll have getting an 'official' answer on this (although who knows - you might get one). In lieu of that though, although it'd be kind of a pain, the easiest way to find out might be to compute the normals for a mesh manually, both weighted and unweighted, and then see which comes closer to the normals that Unity generates. Or, you could probably ins$$anonymous$$d create a mesh for which, with the normals displayed, it'll be fairly obvious which method is being used. ($$anonymous$$aybe there's a more direct way to find out though - if there is, I imagine someone will post it.)