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Unity’s Mesh.RecalculateTangents() sometimes generates triangles whose three vertices disagree on tangent.w (+1 vs –1). The mixed values are linearly interpolated in the fragment shader; at the midpoint w≈0, bitangent normalization hits a divide-by-zero, producing NaNs and visible glitches (notably on Android GPUs). |
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| .. | ||
| Development | ||
| UI Toolkit | ||
| UniGLTF | ||
| UniGLTF_Samples | ||
| VRM | ||
| VRM_0x_and_10_Samples | ||
| VRM_Samples | ||
| VRM10 | ||
| VRM10_Samples | ||
| Development.meta | ||
| UI Toolkit.meta | ||
| UniGLTF_Samples.meta | ||
| UniGLTF.meta | ||
| UniversalRenderPipelineGlobalSettings.asset | ||
| UniversalRenderPipelineGlobalSettings.asset.meta | ||
| VRM_0x_and_10_Samples.meta | ||
| VRM_Samples.meta | ||
| VRM.meta | ||
| VRM10_Samples.meta | ||
| VRM10.meta | ||