Turn off vertex normals for surface shader using normal map.
I made a shader that uses a normal map for lighting, but the vertex normals are still affecting the lighting on the mesh. It seems like its adding the normal from the texture to the normal from the vertex and using that as the normal. How do I tell the surface shader to only take the normal from the normal texture.
You could do this by writing a custom shader, but I'm not sure why you would want to. $$anonymous$$ost normal maps are expressed in tangent space, which means that they should be transformed to match vertex normals. Are you somehow baking normal maps in object space? If so, I'd recommend fixing that ins$$anonymous$$d of messing around with highly technical shader code.
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