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Detail Map oddity in HDRP/lit shader on Mac Unity 2019.4

Discussion in 'High Definition Render Pipeline' started by MarshallR, May 16, 2021.

  1. MarshallR

    MarshallR

    Joined:
    Nov 22, 2012
    Posts:
    4
    Anyone have an issue where the detail map works correctly if using a regular normal map, but renders the normal channels (G&A) incorrectly if using a "default" 4 channel texture? I've tried making the detail maps as described: red channel of a normal map is pasted into the alpha of the detail map; green channel remains the same, and blue is smoothness, while red is a desaturated albedo. In this set up, the detail map slider causes the normals to seemingly skew upwards...it's very strange. However, if I use a regular normal map, the detail normal slider works fine...but of course, the albedo and smoothness sliders do nothing. Thx!
     
  2. BOXOPHOBIC

    BOXOPHOBIC

    Joined:
    Jul 17, 2015
    Posts:
    519
    Hi. The only thing I can think of, if that the texture is set to sRGB, and the normal y channel would expect a linear value. Not sure if this is the case though. Hope it helps.