I have a face mesh with blendshapes. When two or more shapes overlap, the normals do not have the desired effect. Does Unity associate a fixed set of normals per blendshape target? Is there a way to tell Unity to dynamically recalculate the mesh normals after the blendshape evaluation so the blendshape result looks correct? I found the Normals setting can be set to Calculate on the mesh but that only seems to apply when the asset is imported. Thank you.