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Question by S0rn0 · Mar 11, 2014 at 06:50 PM · meshproceduralnormalmapparallaxbumpmap

Bump mapping procedural mesh.

So, over the past few months as a pet project I have been playing with procedural meshes. I have successfully got a procedural mesh working how I would like, and using a texture map I am now able to texture individual areas of the mesh how I choose.

I was t$$anonymous$$nking of now moving into trying to apply a form of bump mapping to the mesh. I was 'hoping' it would be as easy as selecting bumped diffuse, using my texture map, and creating a corresponding normal map to go along with it.

I know now t$$anonymous$$s is not the case as I am just using RecalculateNormals(), so how do I interpolate or 'get' the normal values from a pixel location of my image for each fragment? Does the Mesh.uv2 array have somet$$anonymous$$ng to do with t$$anonymous$$s? I am under the assumption I will not need to write my own shader because the bumped diffuse shader should already handle t$$anonymous$$s should it not?

Thank you for any information and insight!

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Answer by S0rn0 · Mar 13, 2014 at 07:58 PM

http://forum.unity3d.com/threads/38984-How-to-Calculate-Mesh-Tangents/page2

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