One Minus inverting a normal map's channel produces incorrect results.

Pictured above: Left is in my G channel of the normal map, and it’s one minus. Using an Invert Color node makes no difference, the output is the same. As you can see, when I invert the color of the channel, the 0.5 grey changes to be very white.

Bellow pictured is a Photoshop screenshot where I took the same image and used Photoshop’s Invert colors functionality. Photoshop’s wiki says its doing the same thing, taking the colors and subtracting 1, however when I do this in Photoshop, the color correctly flips, with the 0.5 mid range remaining unchanged.

How can I get the correct accurately flipped result from Shadergraph?

Why is the inverted result of my greyscale gradient not the exact same result, but backwards?

I can think of no other method to get the exact opposite of my input texture but the results are consistently incorrect, its not clear to what I am doing wrong to get these incorrect results. Is it the preview that is wrong?

Is the preview just incorrect? Because no method I know should work produces the correct results.

It cannot just be the preview however because I am trying to rotate a texture and then correct the normal map after its been rotated, but ALL of those above methods ruin the normal map.

I tried to reproduce this and couldn’t. It looks like your texture for some reason doesn’t actually go from 0.0 to 1.0, the nodes are correct but the input isn’t. Which is weird because it certainly looks like it goes from 0.0 to 1.0 in the sample. Could you share your texture, and what settings are you using on it? Also what graphics API and OS are you using?