The barycentric coordinate of the triangle we hit.
This lets you interpolate any of the vertex data along the 3 axes.
using UnityEngine;
public class Example : MonoBehaviour { // Attach this script to a camera and it will // draw a debug line pointing outward from the normal void Update() { // Only if we hit something, do we continue RaycastHit hit;
if (!Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit)) { return; }
// Just in case, also make sure the collider also has a renderer // material and texture MeshCollider meshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) { return; }
Mesh mesh = meshCollider.sharedMesh; Vector3[] normals = mesh.normals; int[] triangles = mesh.triangles;
// Extract local space normals of the triangle we hit Vector3 n0 = normals[triangles[hit.triangleIndex * 3 + 0]]; Vector3 n1 = normals[triangles[hit.triangleIndex * 3 + 1]]; Vector3 n2 = normals[triangles[hit.triangleIndex * 3 + 2]];
// interpolate using the barycentric coordinate of the hitpoint Vector3 baryCenter = hit.barycentricCoordinate;
// Use barycentric coordinate to interpolate normal Vector3 interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z; // normalize the interpolated normal interpolatedNormal = interpolatedNormal.normalized;
// Transform local space normals to world space Transform hitTransform = hit.collider.transform; interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);
// Display with Debug.DrawLine Debug.DrawRay(hit.point, interpolatedNormal); } }