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Question by destructor465 · Aug 08, 2016 at 01:16 PM · normalsprocedural meshnormalmapbumpmap

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.

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avatar image Cherno · Aug 08, 2016 at 01:55 PM 0
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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.

avatar image destructor465 Cherno · Aug 08, 2016 at 02:24 PM 0
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Okey, thanks, I will try.

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