Why is my custom created (at runtime) mesh shading so weird?
I'm working on a little project that involves creating a mesh at runtime. I generate a bunch of vertices, assign triangles, and then send it out to the meshFilter. I'm not editing UVs, because i'm not using textures. For normals, I run finalMesh.RecalculateNormals();
. When I run the project however, I get a really weird shading on the object: I'm not going to add all my code because it is rather large, but I will add bits and pieces if you ask for them.
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Comment
Answer by yonixw · Jul 29, 2017 at 07:49 PM
tl;dr - You can't share vertices between faces for sharp look unless you have your own shader.