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Bug Incorrect Normals for Flipped Tiles

Discussion in '2D' started by JamesPaton13, May 21, 2024.

  1. JamesPaton13

    JamesPaton13

    Joined:
    Sep 1, 2020
    Posts:
    2
    Normals are incorrect for flipped tiles on tilemap (see image). Normals were added as a Secondary Texture.
    I have tested this in 2021.3.38, 2022.3.29, 2023.2.17, and 6000.0.2 with the same results.

    Is there a workaround for this beyond creating manually flipped versions for every tile?
    When using Sprites, I believe the solution is to use the X and Y flip boxes on the Sprite Renderer rather than scaling the sprite, this flips the normals correctly but I don't believe such boxes exist for the Tilemap.

    I tried to flip the normals myself in a custom shader however it seems there is no information available that can determine if a tile is flipped.
    I have checked the following nodes in Shader Graph and as best as I can tell, they cannot distinguish between a flipped and a regular tile: Transformation Matrix, Transform, Normal Vector, Tangent Vector, Bitangent Vector.

    Any info would be appreciated,
    James
     

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