A better method to recalculate normals in Unity – Part 2

It’s been over 2 years since I posted about a method to recalculate normals in Unity that fixes on some of the issues of Unity’s default RecalculateNormals()  method. I’ve used this algorithm (and similar variations) myself in non-Unity projects and I’ve since made minor adjustments, but I never bothered to update the Unity version of the code. Someone recently reported to me that it fails when working with meshes with multiple materials, so I decided to go ahead and update it.

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