Having an issue with normals in Unity.
I'm baking my normals in Toolbag, texturing in Substance, and then dropping them in Unity.
The first issue comes in Substance but seems to be fixed by enabling "Compute tangent space per fragment". The problem is according to Substances documentation, this isn't done by Unity. As soon as I disable that feature the normals look busted, but are pretty similar to the busted'ness as what I'm getting in unity.
All the meshes are triangulated and I've tried all .fbx options on export and nothing seems to resolve the issue. I've tried adding smoothing group at UV seams, tried using the same SG everywhere and still no fix.
Any thoughts on how to get these to look correct in?