Issues with lighting and shadows on Blendshapes

Anybody know how the fix this problem? The way Unity is calculating shadows on blendshapes is not good and I’m not sure where’s the setting that can fix it. In the middle of the picture is the default mesh with all of the blendshapes attached. The mesh on the right is a duplicate of the middle mesh except with a smile blendshape turned up to 100%. The mesh on the left is the smile expression mesh by itself (not a blendshape). As you can see, with the blendshape is applied, the shadows do not change the way they should (they remain the same shadows that exist in the default expression). I want the shadows to change or be recomputed to fit the contours of each individual blendshape.

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Could it be the shader/material you have applied?

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Open mesh importer settings and turn Calculate Normals On and see if that helps.

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Thanks AcidArrow! That fixed it!!! And I turned up the smoothing angle to 180 so the normals don’t split and turn into hard edges.

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BTW I think it’s an issue with certain versions of the FBX file format. It fails to save multiple sets of normals for the vertices, so all the blendshapes end up having the same normals as the default shape, which results in weird lighting.

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