bit of a whirlwind lately went from having a mental creativity block to various progress on multiple fronts
the process is still in progress, but I think I finally figured out how to solve the issues I was having upgrading to the Light Weight Render Pipeline in Unity.
essentially it was a combination of things, but the main culprit was really my own inexperience with the new Scriptable Render Pipeline. I tried to upgrade the project again after coming to a particular video in a series I’m following which requires the Shader Graph.
I decided if Unity’s Shader Graph is anywhere as good as Unreal’s was in UE3, then I could probably implement my old mirrored UV trick I found in collge. what ended up happening, was after I created my first Shader Graph, I just started poking around and fiddling with settings.
I had already verified it to be the same issue I used to have with the Unreal Development Kit, the green channel of the normal map does not compensate for the tangents of the mirrored geometry; thus requiring an inverted version for the mirrored UVs.
So I made a checker texture and start trying to figure out how to mask the UV tiles with it, when I notice the settings on the normal map 2D texture node. I select normal, no change. Then under that, I see it set to world. This is not a world space normal map, it’s in object space! As soon as I toggled the second setting and saved the graph my mirrored UVs sprang back to the correct lighting. I couldn’t have been more pleased.