从法线和纹理坐标重新计算网格的切线。
修改网格的顶点和法线之后,如果网格使用引用法线贴图的着色器进行渲染,则切线需要更新。 切线使用网格的顶点、法线和纹理坐标进行计算。
using UnityEngine;
public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateTangents(); } }
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