Yo yo, I'm having a hard time to get my normals to behave exactly how i want them. Maybe someone has the knowledge to guide me in the right direction. My normal maps work exactly as intended in marmoset and substance painter, but look pretty different in Unity (URP) maybe the tangent space is just too different or…
it looks correct now, but be sure to also check if bitangent is generated per vert or per frag as it needs to be per frag for URP/HDRP, and pert vert for BuiltIn :# (tho it's just a shader thing) https://bgolus.medium.com/generating-perfect-normal-maps-for-unity-f929e673fc57