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Normal maps on Unity are UV orientation dependent?

polycounter lvl 2
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RockNBurn polycounter lvl 2
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.



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  • laurens.tjong
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    laurens.tjong polycounter lvl 8
    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: 
  • decorix
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    decorix polycounter lvl 11
    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: 
    Hello,  I'm new to Unity too. Do you perhaps know why my normal map won't show up. Its set to Normal (Texture settings).   I'm using HDRP setup.  The texture has been exported SP with HD unity pipline. Thanks.

    SOLVED!!!!
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