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Using a normal map with pixel art is creating weird lighting issues
Currently I'm testing around with applying normal maps onto 2D textures and sprites such as what is shown in this tutorial
So I followed said steps and everything mostly works except for this odd lighting issue as seen here:
If you look closely (on the underside of the diagonal is where it is most noticeable), It appears that Unity is making extra, slightly oversized, pixels for the lighting instead of adjusting how the actual sprite's pixels look according to the normal map.
I've tried many things such as changing types of lights, using different shaders (including legacy), and even making my own normal maps outside of Unity and importing them in, all without result. If anyone has any idea what is causing this, I would greatly appreciate your help. Thanks!
How does your diffuse texture and normal map actually look like?
The diffuse is the same as the sprite, while the normal map is what you'd expect. I've used normal maps before, and there's nothing wrong with this one to my knowledge.
Bit hard to see, but are you sure that's not just the point light attenuating over the surface of the sprite? Either that, or are there any compression artifacts on your normal map texture?
I turned off the light casting shadows if that's what you mean. If not, please explain what I could do to fix this attenuation. I also imported the normal map as truecolor, and not compressed, so I don't believe so.
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