Mesh.RecalculateNormals

Cambiar al Manual
public void RecalculateNormals ();

Descripción

Recalculates the normals of the Mesh from the triangles and vertices.

After modifying the vertices it is often useful to update the normals to reflect the change. Normals are calculated from all shared vertices.

Imported Meshes sometimes don't share all vertices. For example, a vertex at a UV seam is split into two vertices, so the RecalculateNormals function creates normals that are not smooth at the UV seam.

Note that RecalculateNormals does not generate tangents automatically, so bumpmap Shaders do not work with the Mesh after calling RecalculateNormals. However, you can provide your own tangents.

using UnityEngine;

public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateNormals(); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961