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Mirrored UV's

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Finally ran into this issue. I have vertices sharing two faces with tangents 90 degrees to each other. I believe nvidia mesh mender (or somewhere else) used to lift the tangets up a bit so that they were more like 70 degrees to each other but that seems wrong. I came across this which suggests doing something strange since it would interpolate a completely negative tangent to a positive tangent across a single face. Can this be done at the mesh level?

http://forum.unity3d.com/threads/symmetric-models-with-mirrored-normal-maps-shader-fix.65859/#post-420888

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