public static void CalculateTangents(ProBuilderMesh mesh) { int vc = mesh.vertexCount; if (!mesh.HasArrays(MeshArrays.Tangent)) { mesh.tangentsInternal = new Vector4[vc]; } if (!mesh.HasArrays(MeshArrays.Position) || !mesh.HasArrays(MeshArrays.Texture0)) { return; } // http://answers.unity3d.com/questions/7789/calculating-tangents-vector4.html Vector3[] normals = mesh.GetNormals(); var positions = mesh.positionsInternal; var textures = mesh.texturesInternal; var tan1 = new Vector3[vc]; var tan2 = new Vector3[vc]; var tangents = mesh.tangentsInternal; foreach (var face in mesh.facesInternal) { int[] triangles = face.indexesInternal; for (int a = 0, c = triangles.Length; a < c; a += 3) { long i1 = triangles[a + 0]; long i2 = triangles[a + 1]; long i3 = triangles[a + 2]; Vector3 v1 = positions[i1]; Vector3 v2 = positions[i2]; Vector3 v3 = positions[i3]; Vector2 w1 = textures[i1]; Vector2 w2 = textures[i2]; Vector2 w3 = textures[i3]; float x1 = v2.x - v1.x; float x2 = v3.x - v1.x; float y1 = v2.y - v1.y; float y2 = v3.y - v1.y; float z1 = v2.z - v1.z; float z2 = v3.z - v1.z; float s1 = w2.x - w1.x; float s2 = w3.x - w1.x; float t1 = w2.y - w1.y; float t2 = w3.y - w1.y; float r = 1.0f / (s1 * t2 - s2 * t1); Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r); Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r); tan1[i1] += sdir; tan1[i2] += sdir; tan1[i3] += sdir; tan2[i1] += tdir; tan2[i2] += tdir; tan2[i3] += tdir; } } for (long a = 0; a < vc; ++a) { Vector3 n = normals[a]; Vector3 t = tan1[a]; Vector3.OrthoNormalize(ref n, ref t); tangents[a].x = t.x; tangents[a].y = t.y; tangents[a].z = t.z; tangents[a].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[a]) < 0.0f) ? -1.0f : 1.0f; } }