OK so I have this model that works fine in UE4 normal map seems messed up in unity ... I tried in shader flipping the Y did not work ( tried flipping each and all channels nothing worked ) there must be a way to read that properly in shader anyone know ?
I can't post screenshots its work I'm doing for some other company I know the normals are different I read about people reversing green channel when going from unity to ue4 tho i will ask them if its ok
If they’re tangent space normal maps, then flipping the green channel is all that should be needed. If they’re world space normals then you’ll probably need to swap the green and blue channels, and flip one of them.
Also, if they're object or world space normal maps know you cannot use Unity's built in shaders, none of them support object or world space. Also you cannot set the textures to be normal maps in that case, but must keeping them the default texture type with sRGB disabled. Unity's HD pipeline shaders does support object space normal maps though.
its a custom shader I was thinking if I could translate it in shader it would save the client some time ... it does seem like its not in same "space" because it changes on the X axis so that parts of model on +X side look right on -X side they don't