Im trying to wrap my head around that idea:
We store X and Y in U and V simply by placing vertices where we need.
After we append them and use DeriveNormalZ (reference: DeriveNormalZ and Compression Artifacts in Materials and Textures - YouTube)
Why i even try to do this? Because i cant work with custom split normal data, and baking any normal maps are absolutely not an option.
And only thing which i need is smooth normal transition between premaded geometry.
My problem is that im not that familiar with such cases and cant really get any valuable results.
I understand what normals should be by somehow thansform but cant really get - how exactly?
Maybe someone already try something like this?