This texture is not marked as a normal map

Hi! I note that always when I inser an image in Normal Map slot this message appears always:

This texture is not marked as a normal map

To adjust, something that I don’t know. But my image is already edited as a normal map. I think with the “fix” is no longer cool. But the Unity asks to click fix.
How do I delete this mensage?..Not…because isn’t a good adjust but …make the image a diferent of a Maya normal map shape.

Edit the shader. It only happens if you name the property “_Bump”. I consider this a bug, but I admit that I don’t understand the rationale for it. What’s the deal? I can’t imagine that Unity would make it impossible to use an imported normal map, instead of a heightmap, but that’s what ends up happening.

I got it Jessy. For now I I continue to not using the fix to be more identical to the render in maya. But some days before I create the texture adding this fix. Looks nice but after my review I spot this difference.
Changing a little the natural brightess. On the other hand adjust some errors in the lighting.

This is because I’m trying to make a perfect shader to use in unity.

In Unity 3 they added a well known and widely accepted method to enable normalmaps to be compressed with minimal artifacting to the output normals (this page explains it pretty well )

However it requires that all built in normalmap shaders use this compression setting otherwise if you use the old normalmap the results willl be wrong. I guess they are using the “_Bump” property to detect when a texture is suppose to be a normalmap and then check if its using the correct compression (and component swizzles). Thus they are able to give you that error.

Of course this does not mean you have to use compression, but you will need to rewrite any built in shaders that expect to receive a compressed normal map, back to using the old RGB method.

Only on platforms where DXT is in use. But the normals get mangled if you’re in iOS mode. I’d hope there’s a way to stop that from happening (or maybe it’s just that the Inspector preview ends up looking wrong, while the mangled texture is not actually used), but I don’t have time to deal with that, without documentation. I just stopped using “_Bump” for the time being.

Cool link! Is a pure coding from the root.

… I don’t understand a much about DXT pixeling type of graphics engines. But for what this should look like this … when we converting an image in Photoshop .png to. gif. The quality is altered to fit the .gif shape.

the Unity creators must use a default configuration for this slot normalmap, so we always receive the message.
Well maybe in future versions this is set to check a box if we want fix or no. Thanks all for the help!

I’m having the same problem, only in my case I hit the “Fix Now” button and nothing happens…even if I try to change the Texture Type to Normal and hit Apply it leaves the texture as Default…so the Note: "This texture is not marked as a normal map" keeps appearing!! please HELP, my Point Lights are illuminating only half of its light sphere because of this Normal glitch…

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