Issue with Bumped Diffuse Shader

First, sorry if this has been asked before, but I did several searches and couldn’t find an answer to this problem I’m having.

In my scene, I’m applying bump maps to several textures. For this, I’m using the “Bumped Diffuse Shader”. However, using this shader causes a very unique problem.

Whenever an object is using this shader, if a light hits it, only the OPPOSITE side is lit. This is very strange to me. For example, if the source of light is on the left side of an object, that side will be very dark (as if it were in shadow) but the right side will be very well lit, as if it were the side facing the light. What could be causing this issue, and more importantly how could I fix it?

Just to add a bit more information, this issue occurs with any type of “Bumped” shader. “Bumped Specular” also causes the same issue.

Strangely enough all of the objects that have normal maps plugged into this shader work fine.

After a little searching, I think I’ve solved the issue but have come across a different problem.

The shader requires a normal map, however all I have are traditional gray-scale bump maps. Is there a way around this?

You can convert your grayscale bump maps to normal maps in Unity. Just turn on the “Generate Bump Map” (yes, poorly named) checkbox in the import Inspector.

http://unity3d.com/support/documentation/Components/class-Texture2D.html

worked like a charm, thanks a bunch!

And yes, very poorly named lol