Handling Normals from Unity to Blender
While trying to import a plane from Blender to Unity, I ran into the issue of the normals facing the wrong direction once imported into Unity. This was particularly an issue when it came to vertex shaders as any vertex transform performed incorrectly. This crux of the issue is that Blender considers the z-axis to be the vertical axis while unity considers the y-axis to be. So, for a plane in Blender, the normals would face towards the positive z-axis but when imported to Unity, they remain so which to Unity is actually along the horizontal plane....