When we add normal mapping to the terrain, it seems every texture in the terrain gets it.
In my case I have for example metallic parts on the terrain that I want normal mapped, and then I have grass, which I don’t want normal mapped.
But even if I don’t add a normal map to the grass texture, the grass still have specular lighting all over it.
Is there a way ?
The Gloss map is stored in the alpha component of the source textures. If you want your grass to not be too bumpy, then lower the alpha value of the colors in the bitmap. You can download the builtin shaders on the Archive Download page here, if you want to see how they work: