I imagine this is probably a dumb question.... but here I am! I'm looking for how to get either an object-space normal map that works with a deforming skinned mesh, or even better, a correct, normal-map modified world normal that has been rotated to align with the object's orientation. 1. v2f.normal doesn't work with a skinned mesh's deformations - when a model is bent, what was up becomes something else. 2. I tried grabbing the normal-mapped normal in the frag (here as "worldNormal") and: half3 objectNormals = mul(worldNormal, unity_ObjectToWorld); .. but that just gives me the same problem in #1, with the normal map applied (yay!) 3. Perhaps there's a way to take my worldNormal and transform it by the object's orientation?? please, someone, show me the single line of code that lays bare my inadequacies.