For my PS1 style game project I decided to utilize a world aligned texture for parts of the maps to simplify the process of texturing but I have ran into an issue that did not exist untill now as far as I know. Bascially what happens is that when I shine my flashlight down a completely dark corridor it doesn’t apply the light the way its supposed to, how do I know this? Well here’s the really weird part: when I turn 180 degrees and shine the light the other way the walls light up exactly the way they’re supposed to. Im gonna include an example pic and also a glimpse into how everything is set up:
As you can see it is significantly darker than it should be and does not look right whereas looking to the other side everything lights up perfectly. I’m using a simple spot light parented to my character camera (with some additional controls for turning on and off) and the world geometry is a mesh made in a grid formation in blender (sort of like the silent hill 1 maps, divided into even squares)
as for the texture itself I simply use some texture objects linked to a worldalignedtexture node and so I can’t for the life of me figure out what is causing the issue except maybe some lightmap issue or issue with how the the worldalignedtexture interacts with light? I also want to inform everyone that I have tried using a regular texture and it works fine so I doubt its an issue with my mesh.
I did not, the material is just 3 texture objects (albedo, normal map + roughness) connecting to texture T2d on a worldaligned texture node then xyz output into the result node. The only change I’ve made to the worldalignedtexture material function is changing sampler source on the texture sample nodes to “from texture asset” which doesn’t change anything regarding this issue.
I was just gonna make a post saying Im confident the normal map is fine, then I had the idea to try the exact same texture without the worldaligned node and it had the same issue, I then removed the normal map and it works… Might have to look into this cause it hasn’t happened before
Nah it was a problem with my normal map not being the right colours I think, I used a software to colorlimit my textures and crunch them down to look more retro and I think I used it on my normal map causing it to be incorrectly coloured and it didnt show up as an issue until now. Anyway I redid the texture using the base texture and imported than new normal map and its all working fine.