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In Unity: how How can I fix the rotation on a sprite normal map in Unity?

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

edit:Here's the normal map I'm using: normal map circle

Thanks in advance!

In Unity: how can I fix the rotation on a sprite normal map?

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

edit: the normal map I'm using: normal map circle

Thanks in advance!

How can I fix the rotation on a sprite normal map in Unity?

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

Here's the normal map I'm using: normal map circle

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I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

edit: the normal map I'm using: normal map circle

Thanks in advance!

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

Thanks in advance!

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

edit: the normal map I'm using: normal map circle

Thanks in advance!

Source Link

In Unity: how can I fix the rotation on a sprite normal map?

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a secondary texture. The light effect works fine with a 2D spot light. (Using URP: sprite-lit-default as the shader.) However, when the ball is rotating, the light intensity changes with the rotation. I am assuming this is because the normal map's rotation follows the sprite's rotation.

Is there an easy way to fix the normal map rotation, so that it does not rotate when the 'parent' sprite rotates? (preferably without using custom shaders, for now..)

Thanks in advance!