Smooth normals average adjacent face normals, creating a curved blended appearance. Use for organic surfaces, characters, and rounded objects. Hard normals use each face's raw normal direction, creating sharp edges. Use for hard-surface models, mechanical parts, and low-poly art styles. Auto (angle-based) applies smooth shading up to a configurable angle threshold (typically 30-45 degrees), then switches to hard for sharper angles this is the standard approach for most assets.