Normal Smoothing
By default the cubes generated by this shader will have their face normals set to the direction that the face of the cube is facing. But that can be blended by the normals of the non-voxelized mesh, which will give various shading and lighting effects a smooth look.
So normal smoothing controls how smoothed these face normals will be.
- 0 will use the normals of the faces of the voxel.
- 1 will use the averaged normals of the non-voxelized surface, giving it a smooth custom normal look.
- Anything in-between will give you a blend of the two.