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Resolved Normal Map "Twisting" Surface Reflection? Reflection probe causing strange artifact?

Discussion in 'Shader Graph' started by Hawknose, Jan 6, 2020.

  1. Hawknose

    Hawknose

    Joined:
    Oct 28, 2015
    Posts:
    2
    Hi all-
    For lack of a better word for it, when I increase the strength of my normal map to a nonzero value, the reflection of the scene in my metallic-1 and smoothness-1 material "twists" and produces an unacceptable effect.

    At 0 normal strength


    At 0.03 normal strength


    At 0.2 normal strength


    At full normal strength from another perspective. Notice the warped spiral looking thing in the reflection of the surface, as well as the square of color that resembles the surrounding terrain (this is also a bug).

    The aforementioned square is at least in part due to a reflection probe which is sitting in the "water". I noticed that when I move the probe up above the surface (and hence its influence volume), the color goes away but it obviously no longer has any impact on the surface itself.

    Has anyone encountered either of these issues before, or have any guidance on the matter? I'd appreciate any information.
     
  2. Elizabeth_LeGros

    Elizabeth_LeGros

    Unity Technologies

    Joined:
    Jan 7, 2020
    Posts:
    50
    Hello!
    This is a shadergraph material, correct? If so, could you please post the graph of the material?
    My first thought with the "twisting" is the sort of issue you get when your normal map is not being interpreted in the correct space. Here's an example of what I mean - if I import this texture as a normal map then the correct space conversions are done, whereas if I import it as a default texture then I get a twisting reflection similar to what you described. twisting.gif
     
    Hawknose and hippocoder like this.
  3. Hawknose

    Hawknose

    Joined:
    Oct 28, 2015
    Posts:
    2
    You're right - the "twisting" went away once I set the normal map to be interpreted as one. I didn't realize that property has as much of an effect as it does!
     
    Elizabeth_LeGros likes this.
  4. Dyzinel

    Dyzinel

    Joined:
    Apr 6, 2022
    Posts:
    11
    Had the same problem and ended up here while searching for an answer.
    Turns out my export setting was correct from the very beginning, but the Shader Graph node "Sample Texture 2D" had the "Type" property set to "Default" instead of "Normal". Switching it completely solved the issue.