Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4.8f1
2020.2
Issue ID
1273878
Regression
No
The rendered Texture of the Object is corrupted when the Object's Model has a mirrored UVs
How to reproduce:
1. Open attached "MirroredTangentsIssue.zip" project and SampleScene scene
2. Enable the 2D Scene view
3. Double click on the CubesModel Game Object in the Hierarchy window
4. Make sure that CubesModel Transform Rotation Y is set to 3
5. Observe the CubesModel surface in the Scene view
Expected result: Light reflects on the CubesModel Game Object properly
Actual result: Reflection of the Light on the CubesModel Game Object is corrupted
Reproducible with: 2018.4.27f1, 2019.4.9f1, 2020.1.4f1, 2020.2.0b1
Notes: The issue only occurs when the Object has a material with a normal map assigned
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Linux] Players Application window does not update on move when window is changed from full-screen mode
- [Lost Crypt] Build fails in U6
- Shadows do not change in Scene when changing shadow cascade split value via script
- [Lost Crypt] Readme text is white on light grey in light mode
- Margins of TMP GameObjects become the same when both are selected
Resolution Note (2021.1.X):
We've looked into it, and the tangents are imported correctly in Unity. In this case, the problem is the normal map texture.
This is a fairly common challenge with normal maps & seams in game engines - particularly when the brightness is increased so dramatically, so some tips:
+Ensure the normal map values are in sensible bounds.
+Try using an alternate file format (EXR)
+Experiment with different forms of texture compression (e.g. RGBAHalf)
With a combination of the above, we've got very good results with the supplied model / normal map.