I made UProceduralMeshComponent mesh with CreateMeshSection(), and its surface is smoot.
But when I try to do the same mesh with a shader and pass calculated normals to the material normal slot - the surface is sharp. So, do I undestend right, the normal material slot is the pixel normal slot only? On the other hand, when I try to plug the “PixelNormalWS” into it, I get an error - why? As far as I know, Unity has a shader with separated slots for pixel and vertex normals, which are then interpolated automatically on GPU. So, is it possible to pass exactly vertex normals to the UE material in the same way? Or, is there any easy way to smooth the surface?