Normal map looks incorrect and changes depending on camera direction?

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:

https://i.imgur.com/H7beMr6.png


Here it is at an angle. Now the highlights are on the wrong edges for the farthest tiles

https://i.imgur.com/huHL11S.png


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?

This is still specular lighting you’re seeing, only so rough that it looks like diffuse lighting. In reality, there’s no such thing as a perfect diffuser, so even though you can set the smoothness to 0 in the editor, Unity caps the smoothness directly in the shader (I think to a minimum of 0.02). Not really sure if there’s anything you can do to change this, other than editing the HDRP BRDF hlsl file and removing the minimum.