Normal Mapping in Unity URP: Lighting in Tangent Space
How normal mapping fakes surface detail without extra geometry, and a complete URP shader that builds the tangent-space basis in the vertex shader.
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I build rendering pipelines — sometimes from scratch, sometimes by reworking one that already exists. I work on both toon shading and physically based rendering.
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Learn moreHow normal mapping fakes surface detail without extra geometry, and a complete URP shader that builds the tangent-space basis in the vertex shader.