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Question by Spracky · Jun 30, 2016 at 10:10 PM · lightingpixelnormalmap

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: alt text

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!

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avatar image Bunny83 · Jun 30, 2016 at 11:56 PM 0
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How does your diffuse texture and normal map actually look like?

avatar image Spracky Bunny83 · Jul 01, 2016 at 06:40 PM 0
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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.

avatar image tanoshimi · Jul 01, 2016 at 05:45 AM 0
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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?

avatar image Spracky tanoshimi · Jul 01, 2016 at 06:42 PM 0
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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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