Normal maps on Unity are UV orientation dependent?
Yeah, weird question, but I don't know how to put it better.
I'm working with some assets for a mobile AR game in Unity, and to avoid some low-quality textures, I'm working with a material with Detail Maps. So I have 2 texture sets. One with a base color, AO, Base normals, and so on, and one with finer, tileable textures. For the second one, I'm using a trim sheet approach. Orienting the UV Islands to the wood grain. But it seems that depending on the orientation, I get Y+ or Y-, and I don't think that should happen. At least it didn't on Unreal4.

I'm working with some assets for a mobile AR game in Unity, and to avoid some low-quality textures, I'm working with a material with Detail Maps. So I have 2 texture sets. One with a base color, AO, Base normals, and so on, and one with finer, tileable textures. For the second one, I'm using a trim sheet approach. Orienting the UV Islands to the wood grain. But it seems that depending on the orientation, I get Y+ or Y-, and I don't think that should happen. At least it didn't on Unreal4.

Replies
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Did you make sure to set the import settings of your normal texture to Texture Type -> Normal Map
Other possible thing could be, if you created the shader in shadergraph, make sure you unpack the Normal by setting the texture sampler Type -> Normal: -
laurens.tjong said:Did you make sure to set the import settings of your normal texture to Texture Type -> Normal Map
Other possible thing could be, if you created the shader in shadergraph, make sure you unpack the Normal by setting the texture sampler Type -> Normal:
SOLVED!!!!