2D Normal Map White Edge

I tried to do some digging to see why my sprite with a normal map attached is creating hard white edges around portions of the sprite. This is not desired and ruins the “Pixel Perfect” aspect of my sprites. See the attached image.

After playing around with some of the normal map’s texture settings, I am able to get the white edges to disappear by enabling “Create from Grayscale” with filtering to “Smooth” while toning down the bumpiness. However, this reduces the normal maps effectiveness with light sources, thus basically making it useless. I suppose I can modify the normal map but that might cause the white edges at a lower scale on bumpiness.

Note: You may have to open the image in a new tab and zoom in to see the edge issues. Also, the normal map is attached to the sprite on the left as a secondary texture with a name of “_NormalMap”.

Thanks for any help.


Think third dimensionally… when generating the normal map, it first creates a base bump near the edge and moves on to the center of the sprite And because of that bump… it almost feels like it has a rooftop… if you see carefully the left side edge doesn’t have the white edge because the light is on the other side… If you still don’t understand… watch this video and closely see the edges of the normal map on the top side of the tree - Make Your 2D Sprites Look like 3D using Normal Maps and 2D lights (Unity Tutorial) - YouTube - It generates the normal map that way to make it feel like it is a 3d object in 2d space LITERALLY and make the light more visible on the 2d object.