Triangulated mesh shows edges in shader, poor shading. (Blender Mesh)

Maybe this will end up being a shader trick, but. I have made a few meshes, smooth shading. BUT when I put into the game they show horrible triangles. I have been playing around drastically to prevent this but as a low poly mesh, there mush be ways to avoid this? If I use flat shading, the problem goes away but then my edges look to sharp at each buildings corner. I know the edge loops/verts are gonna show the light flow of the model so I have tried to triangulate to make as smooth as possible. Also, before anyone says “let unity triangulate on import”…I have done that and it gives worse results, especially when lightmapping. The shader on here is just an example to show my problem.

Below is example of the problem along with a pic of the mesh. Any tips would be great thanks!

If you want your model to look exactly the same as in Blender, then you have to use the same vertex normals. Vertex normals are used for smooth shading, so if you want good shading, you need good vertex normals.

btw, the shading in Blender doesn’t look too great either, so I wouldn’t blame Unity.

If you don’t want the corners to be sharp, you need to put more geometry. I recommend you bevel them. Smoothing geometry works find if the angles aren’t too different, but when you have 90 degree corners, smoothing won’t work for that, and could cause visual artifacts. Honestly though, I’m not sure why you wouldn’t want the corners to be nice and sharp though. It is generally a waste of geometry if you don’t need it.

The way I generally handle it involves the edge split modifier. Almost always, you can just do full smoothing on the model, and then add an edge split modifier. Unless you have specific geometry, it usually works fine like that, keeping corners sharp but keeping other surfaces smooth. Sometimes you have to make some adjustments to the angle parameter to get it working, and in extreme cases you may have to just mark sharp edges sharp and do it that way instead of using the angle, but I don’t think I’ve ever done anything where I had to go that far.