sahder normal map probles

Im having problems with the normal map shader, Ive tried to make my own but I dont know what I am doing wrong can someone help?

Not without showing them what the problem is with your code.

Looking at the screenshot, the issue appears down exactly half of your model, it looks to me more like its an issue with the normals where you’ve mirrored the geomtry.

Does it look fine in your original 3D app?
Try returning to your original Application setting the normal angles to either Smooth or 45 (I think its 45… I can’t remember the exact number, in maya and max its the default).

Like Jessy, I hate to guess at issues when people provide so little information. However, Squall’s probably got the right idea. If you’re using normal maps, the weird lighting you see on half your (mirrored) geometry likely comes from your mirrored tangents not being expressed in homogeneous coordinates. There is a thread that goes into the issue, but I honestly don’t know if there is an easy fix.

the main problem is when i use the normal maps only one side is affected i dont know how to fix it.

here’s the maps i have they look like this, i’m using the standard normal-specular provided by unity


Im also trying to make one myself but it breaks to

It doesn’t make sense to use an object space normal map with a tangent space normal mapping shader.

I dont even know what that means, I’m a beginner at shaders

Render out your normal maps in tangent space, not in object space.

can’t i just try to make a supported shader?

You can try. The point of trying would be that you might learn why it is necessary that you will fail, but you might as well just go read about why failure is inevitable, to save yourself time. Anything that explains why we use tangent space should do that for you.