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