I would like to find the world space vector (on a pixel level) that results from applying a normal map texture. So how do I convert a tangent space normal map from a texture sample to a world space vector?
You can do that either using PixelNormalWS or TransformVector.
I think PixelNormal only gives the unmodified normal for the pixel. I need the normal vector with the normal map applied.
Edit: I see that PixelNormal is in fact giving the normal vector after the normal texture has been applied by the shader. However, the problem is the shader I’m using does not have an active normal input, so I don’t think PixelNormal is going to work. So I think I need to find the normal vector manually outside the shader.
If you just want the normal of the face without a normal map, that would be VertexNormalWS.
The TransformVector does the job. I was thinking it did something else, but it will convert tangent space to world space.
If you have no normal map (which you stated in your reply), then transforming a flat normal (0,0,1) tangent->world will do the exact same thing as using VertexNormalWS.