Here’s a scene with one light, positioned directly above the flat normal-mapped surface. Color map is a single color. When seen from above there are no highlights anywhere:
Here it is at an angle. Now the highlights are on the wrong edges for the farthest tiles
Normal map looks like this: https://i.imgur.com/FZlVTGD.png
I have set a simple low resolution normal map, using default HDRP/Lit material, and single color base texture.
The material is set to 0 smoothness, so it should be fully diffuse and independent on view direction.
Texture is set to normal map, and point or bilinear filtering both have the same problem.
What’s going on?