
So, I’m trying to write a splatmap shader for a lightmapped piece of snowy rock. As you can see in the picture, the normal maps in my shader (right) are ignoring the blue ambient light in the scene. They’re pitch-black as you can see.
(Another thing that is worrying me is the fact that the normal map is acting like an emission texture when I’m turning the normal intensity way up.)
Is fixing this as simple as adding an argument somewhere to have the normal maps treated correctly? Some help would be much appreciated.
Do you normalise your normal before passing it back? I think I ran into a similar issue where I forgot to normalise it and so it was sort of multiplying the light intensity. Hard to say much more without seeing the shader itself