Mesh Normals & Tangents Visualizer


Visualize face normals, vertex normals and vertex tangents at runtime with customizable colors, lengths and multi-pipeline support.


by Esti


Price History +

Mesh Normals & Tangents Visualizer is a runtime mesh debugging and visualization tool for Unity.


The package allows developers, technical artists and 3D artists to inspect face normals, vertex normals and vertex tangents directly inside a running scene. Each visualization mode can be enabled independently, making it easier to identify incorrect normals, flipped faces, tangent problems, import issues and shading inconsistencies.


The visualizer supports three different workflows:


• Classic Material Mode – Apply the visualization material directly to a mesh.

• Overlay Material Mode – Keep the original material and add the visualization as an additional material.

• Camera Effect Mode – Add NormalsEffect to a camera to visualize supported renderers across the scene.


Face normals, vertex normals and vertex tangents have separate color and line-length controls. Renderer selection can be limited by layer masks and the active camera culling mask. MeshRenderer and SkinnedMeshRenderer components are supported, including meshes containing multiple submeshes.


The camera effect uses a cached renderer list and a reusable CommandBuffer. Runtime renderer changes can be applied manually through RefreshNow(), or the renderer list can be refreshed continuously when required.


The included shaders contain dedicated implementations for the Built-in Render Pipeline, Universal Render Pipeline and High Definition Render Pipeline.


Three demonstration scenes are included:


• Classic

• Camera Effect

• Material Overlay


Mesh Normals & Tangents Visualizer is useful for debugging imported models, procedural meshes, normal generation, tangent generation, custom shaders, deformation systems and other geometry-related rendering problems.


The package uses geometry shaders and is primarily intended for supported desktop graphics APIs.