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Question by Abotics99 · Apr 28, 2018 at 05:07 AM · shadersnormalssurface shadernormal mapvector math

Surface Shader apply normal map to object normal without pluggin it into o.Normal

Hey there, I've been searching everywhere for an answer but couldn't find anything! I was wondering how I might go about applying a normal map to I think it's called tangent space, without just setting o.Normal to my normal map vectors. since I want to use the more detailed normal vectors for things other than lighting data I don't want to set the normal which is gonna end up getting shaded.

 void surf (Input IN, inout SurfaceOutputStandard o) {
 o.Normal = UnpackNormal(tex2D(_Nrm, IN.uv_Nrm));
 }

if i were to use o.Normal as a variable now it is "converted" how i want but it will get used with shading which i dont want, i just want the converted vector data.

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Answer by Abotics99 · Apr 28, 2018 at 06:21 AM

OK.. I found the answer i needed here: https://forum.unity.com/threads/reading-vertex-normals-and-normal-map-within-a-surface-shader.151554/

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