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Smooth Vertex Normal

Achive clean shadow shape and borders by overriding the world vertex normal with a smooth radial normal.

It is a step similar to transferring normals from a sphere/elliptoid proxy mesh in Blender, Maya, etc.

Smooth Vertex Normal requires data bake using Data Baker.

Settings

  • Spherical — blends from the original normal (0) to the fully spherical normal (1).
  • Flatten Up — squashes the sphere toward a cylinder (less domed).
  • Push Forward — biases the normal toward the object's forward axis (more frontal).
  • Mask (RGB) — optional, per-vertex. R scales Spherical, G scales Flatten Up, B scales Push Forward. Unassigned (white) = every channel at full.
  • Preview Normals (Scene) — show smoothed normals in Scene view (cyan). Preview is only shown when the mesh game object is selected.
    • Preview Length — length of the lines.
    • Preview Density — draw every Nth vertex (raise it if a dense mesh gets too busy).
    • Show Original — also draws the un-adjusted normals in orange.