We are having an issue with the ability to use mip maps with normal maps. As you zoom out the normal map is not fading out. It kind of works on some objects, but the distance at which it fades out is pretty random and different for each object. This issue does not occur when creating a normal map from grayscale in unity, only when a normal map is imported directly. What can I do to get the imported normal maps to fade out correctly like the normal maps that are created from grayscale?
Some screenies of what’s happening would help, as would some examples of the textures and normal maps where it happens, as would some information about your import settings and render quality settings.