I have been scratching my head over this issue for several days now and couldn’t find another thread with the same problem so I figured it was time to post it here. I have a script-generated terrain mesh - a simple mesh with vertices, triangles, and 2 uv sets. No sub-meshes. I am using the standard shader to assign a texture to it using a texture atlas. When I assign albedo-only, it works fine. Adding specular map works fine. As soon as I add a normal map, the mesh goes completely black. The wireframe for the mesh also disappears, and all you see is the wireframe around its outline.
I add the exact same material to a sphere, and it works without issues.
If I use the bumped diffuse legacy shader, with the same normal map, it shows up fine.
I tried both forward and deferred rendering paths. With forward it goes black. With deferred it goes white until I turn on HDR then it goes black.
At this point I am perplexed to what is causing the shader corruption, but I have a feeling it has something to do with my mesh. Help!
I attached the mesh with the normal map in the zip file.
1967242–127419–Archive.zip (1.96 MB)