Materials with normal map turn black in reflections

2020.2.0b9 + HDRP 10.1.0

Without normal map


With normal map

Is this expected behavior or am I missing something?

BTW those are shader graph custom shaders but I also tried using standard HDRP/Lit shader and the result is the same.

Normals maps don’t break ray tracing. Given that it is a shader graph you could be doing anything in your shader graph including operations that are not allowed in ray tracing shaders (derivatives, etc.) make sure your normal-map shader graph don’t have compilation errors

I did try to replace my own shader with HDRP/Lit, but this is still happening.

What I found is that as soon as I do “material.EnableKeyword(”_NORMALMAP");", it happens.

Please note that the rendering of the material itself is all good, only the reflection of it turns black!

Is there any setting that relates to this?

It seems the problem is with the mesh, the mesh shown above are procedurally generated, when I used a primitive plane with the same material and it turns out fine.

However, I still need this to work with procedurally generated meshes. Any idea what could be the cause?

Figured it out!

I was missing “mesh.RecalculateTangents()” after generating the mesh. It’s strange that it renders fine without it but only affect reflections…