and when I try to bake this (or any other normal maps) from shader and save it to a file, the darker version will be saved.
P.S. The process of saving is done by applying normal result to BaseColor slot and Graphics.Blit into a renderTexture.
So what is the reason of darker colors and how I can have access to the light blue version to save it?
RGB Colors are between 0 and 1.
Normal vectors are between -1 and 1.
So to convert RGB data to normal vectors, we need to multiply RGB values by 2 and subtract by 1.
This is probably what Sample node does to a normal map in shadergraph or amplify shader editor and in order to have the original texture data, we need to convert it back to values between 0 and 1 (add one and divide by 2)
Yes, but I want to keep it in normal mode cuz this method only works if the texture is not set to Normal map in import setting. And this is not always desired.