So I’m loading normal textures at runtime so they aren’t in Unity’s normal map textures ‘dxtnm’ and so arent rendered properly, can someone point me to where do I need to modify standard shader so it’ll work with this standard dxt format normal textures?
I know you can remap normal maps to this dxtnm, but it never seems to work, textures are rendered differently, but still not as they should, so I want to modify shader.
Thanks.
Can you explain what you mean by not working?
Since Unity 2017.1 or so there shouldn’t be anything special you need to do to make it work. If a normal map is used in its generic form of xyz stored in RGB should work just as well as one encoded in Unity’s “DXTnm“ swizzled DXT5 format. The default normal map format for the SRPs is using BC5, which stores the xy in the RG channels. The z is not used at all in either format.
The main thing you need to do is make sure the Y orientation is correct, the green channel should look like light coming from above, and the texture should be using linear color space.
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Wow, it works! I cant believe it was as simple as converting tex to linear. I struggled with this way too long, lol.
Thanks for help ![]()