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Post Deformation Normal Recalculation

Apr 2, 2025
Under Consideration
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Summary

This feature adds the option for recalculation of normals after the deformation of a SkinnedMeshRenderer at runtime.
Usecase/Intended Outcome

Blend shapes are used in 3D animation to interpolate between different geometry sets. For instance, blend shapes are often used in facial animation to transition between expressions. If normals and tangents are set to 'import', they will also be modified accordingly to the current blending weight. However, normal blending does not always produce a desirable result in complex shapes and might lead to surface artifacts visible in lighting. Using Blendshapes post deformation normal recalculation, you will have the option to recalculate surface normals based on the current deformed shape at runtime. However, this process will incur some additional cost to the performance.

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