In unity is the correct format Y-axis down?
and X-axis right?
What I mean is lets say I had a cracked stone normal map,
in unity do I want the normal map to expose the cracks outwards or show the stones pushed out?
In unity is the correct format Y-axis down?
and X-axis right?
What I mean is lets say I had a cracked stone normal map,
in unity do I want the normal map to expose the cracks outwards or show the stones pushed out?
No.
I don’t think you’re looking for normal mapping. Sounds like you need parallax mapping (with a heightmap).
No thats not what what I was referring to I am well aware of different maps and what they do. But none the less you answered my question so thanks I just needed to know the orientation.
Unity uses OpenGL style, i.e. negative Y for its normal maps.
You know what? That made me reevaluate what was happening between Blender->Unity (a green channel flip was necessary but I had thought for some reason that Blender had the weird orientation, not Unity), and I take back my “No” from before; I believe I was spewing improperly-understood garbage. Thanks .Tom., and sorry, Naison.
Pretty much every reference I’ve found says OpenGL uses Y+ normal maps. Unity uses Y+ normal mapping.