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Question by VesuvianPrime · Dec 18, 2014 at 07:58 PM · meshlightingproceduralgeneration

Generated mesh loses lighting at certain angles

Hi all

I'm procedurally generating a single mesh. This mesh is assigned to a MeshFilter which is rendered via a MeshRenderer.

As I rotate the camera around the mesh there is a definite point where the lighting stops being applied:

alt text

This strikes me as something that is probably a common rendering issue. The material is the default diffuse, which should rule out any funky shader behaviour.

Is anyone familiar with this issue and any potential fixes?

Thanks, Ves

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Answer by VesuvianPrime · Jan 29, 2015 at 05:53 PM

The lighting issues have stopped since using a correct bounding box. I was previously exploiting the bounding box so the geometry would not be culled.

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Answer by Eric5h5 · Dec 18, 2014 at 08:13 PM

I would guess the normals aren't calculated correctly.

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avatar image VesuvianPrime · Dec 18, 2014 at 08:37 PM 0
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I'm pretty confident the normals are correct. Here I'm just using $$anonymous$$esh.Combine to combine a bunch of primitive cubes.

Guess I can write a quick script to visualize the normals.

avatar image VesuvianPrime · Dec 18, 2014 at 08:49 PM 0
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Alrighty, demonstrating the normals, and adding a cube gameobject for reference:

alt text

avatar image Eric5h5 · Dec 18, 2014 at 09:33 PM 0
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Yeah, the normals seem O$$anonymous$$. I'm out of guesses.

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