So with vertex normals, when you try to shade a simple cone, you have to use a lot of geometry or a normal map. Because if you try to use just 1 vertex on top, the back side will not shade correctly. And if you use quads with a flat cylinder top, you get these hard smoothing edges from the tris. I know the simplest solution would be to use a lot of geometry, or a normal map, but I wanted to see if anyone here could come up with some other solutions that might be a bit more ideal if you want to keep it as low poly as possible.
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Here's a really stupid "solution" with 20 faces though! ...but it also uses transparency and a normal map.
Maybe you can try unlit shader or emissive to avoid the black shade.