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.