言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

Mesh.tangents

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var tangents: Vector4[];
public Vector4[] tangents;
public tangents as Vector4[]

Description

メッシュの接線

Tangents are mostly used in bump-mapped shaders. A tangent is a unit length vector that follows mesh surface along horizontal (U) texture direction. Tangents in Unity are represented as Vector4, with x,y,z components defining the vector, and w used to flip the binormal if needed. Unity calculates the other surface vector (binormal) by taking a cross product between normal and tangent, and multiplying result by tangent.w. Thus w should always be 1 or -1. You should calculate tangents yourself if you plan to use bump-mapped shaders on the mesh. Assign tangents after assigning normals or using RecalculateNormals.