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Weird (Broken) Normal map buffer rendering?

Discussion in '2D Experimental Preview' started by castor76, May 12, 2021.

  1. castor76


    Dec 5, 2011
    I am pretty sure that last time I checked on my frame debugger that rendering normal map pass resulted in pretty much like how tangent space normal map was being renderered...(blue tint mostly)

    But now, it seems like it is doing it differently.


    Is this normal? I also feel like the lighting is weird.. doesn't really feel like it is lit correctly.

    Using Unity 2021.1.6f1

    If this has been changed and above is correct, please let me know.

    -- Edit ---

    It seems like Z value for normal is omitted. So perhaps it is correct.. maybe the lighting is now calculating the Z on the fly or it does not need?
    Last edited: May 12, 2021