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Does anyone understand normal maps and what would color a uniformly 0 normal map be?
I'd like to convert a standard shader into an unlit shader, so (I think?) the idea is that the normal map should not contribute to the lighting.
In the most common normal map encoding, an RGB value of (0.5,0.5,1) would be uniformly flat. If the shader is meant to be unlit, you should be able to remove anything in the code that’s using the surface normal, light / view direction, etc.
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