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Question by Evantron3000 · Feb 22, 2013 at 01:44 AM · normalmapnormal mappoppingpopnormalmaps

Why do my normal maps pop in and out?

I have a diffuse/normal map "atlas", if you will, that I'm using in this environment. Basically it's one texture sheet of stone tiles and I move the UVs of various objects to fit certain areas of it accordingly.

I've noticed that when moving around in the scene, the normal map seems to sort of pop in and out depending on the angle of the camera. I haven't been able to pin down what causes it and am wondering if anybody else has run into it, or has a solution.

a video of the issue occuring

in this video, the surfaces to the left of the screen are in the "popped out" state, meaning they are lacking the normal map, the normal map on the surface on the right is popping in and out as a I move the camera. When it is darker, that is how it's supposed to look.

It occurs regardless of the number of lights in the scene (tried with a few point lights, and with one directional light). I can't seem to find any options in the shader or rendering options that have any affect on it.

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avatar image LSPressWorks · Mar 31, 2015 at 03:34 PM 0
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Did you ever get an answer to this?

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Answer by Paulius-Liekis · Feb 22, 2013 at 04:33 PM

It looks like a bug. My default solution: disable batching in Player settings.

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avatar image Evantron3000 · Feb 23, 2013 at 05:59 PM 0
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Turning Dynamic batching on/off doesn't have an affect on it. I can't use Static Batching because I don't have Unity Pro.

any other ideas? thanks.

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Answer by LSPressWorks · Mar 31, 2015 at 11:42 PM

Hello Evan(or anyone else who finds this searching for a solution), I know this post is ancient, but I found the solution to the issue it appears.

 Edit -> Project Settings -> Quality -> Pixel Lights.

It APPEARS that setting that to any value under 4, save 0, results in the behavior seen in your video.

Values between 4 and 8 actually seem to improve performance. Setting it to 0 will turn off normal mapping, but doesn't help performance at all.

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