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Question by UnityPlum · Dec 07, 2021 at 06:13 PM · shaderunity5terrain generationshadingmarching cubes

How to efficiently shade a flat shaded mesh, smoothly.

Hello! I have just spent the past day implementing marching cubes algorithm and now have a result that looks like this: alt text

And I have a shader that interpolates between a green and brown colour based on the normal of the current pixel. However, as you notice, it is very low poly. I ## have ## implemented interpolation to the marching cubes and it works. However, the shading is too flat. I have tried several things like averaging the normals, and sharing vertices, however, this just has a ugly result and is very slow. How could I get a result like this:

https://imgur.com/a/HtOefvd

unityanswers00.png (86.0 kB)
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avatar image UnityPlum · Dec 07, 2021 at 08:32 PM 0
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Bum, please someone help.

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Answer by shasaur_unity · Dec 09, 2021 at 08:40 AM

Hey! I'm not sure this will be exactly what you're looking for, but here's a couple of resources that could be useful:

  • Harry's terrain shader tutorial

  • Adamgryu's terrain explanation

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