<p>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.</p>

CC BY-SA 4.0
2019-11-15T02:58:58.860Z
say you don't have access to modify the shader but just have to fudge it by putting textures in existing shader texture slots?
ina
CC BY-SA 4.0
2019-11-15T02:59:37.740Z
also may i ask why the B value is 1?
ina
CC BY-SA 4.0
2019-12-09T08:24:21.973Z
Because its normalised to fit in RGB range (0..1), when expanded to a normalised vector range (-1 to 1) by performing N=(colour-0.5)*2 then that RGB becomes (0,0,1) which is the default normal
PaulHK
CC BY-SA 4.0
2020-04-07T14:32:51.437Z
@ina You usually can't magically make a normal mapping lighting shader into an unlit shader just by setting some magic normal map texture. In any case, that would require some more knowledge about how that shader works exactly beyond just that it's a "standard normal map shader".
Christian Rau
CC BY-SA 4.0
2020-04-08T00:43:52.017Z
Also in this case I am trying to convert the Unity Standard Shader to Unlit https://docs.unity3d.com/Manual/shader-StandardShader.html
ina
CC BY-SA 4.0
2020-08-07T18:28:54.780Z
@ina You could try putting your unlit texture into the emissive parameter, and set the albedo/metallic/smoothness all to 0 (black). There may still be a tiny bit of Fresnel reflection on the edges, but smoothness 0 should minimize it and ensure that the lighting on the material is as close to 0 as possible.
Nathan Reed
CC BY-SA 4.0
2019-11-08T23:54:30.297Z
2019-11-08T23:54:30.297Z
Noah Witherspoon
<p>Does anyone understand normal maps and what would color a uniformly 0 normal map be? </p>

<p>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. </p>

<shader><normal-mapping>
What is a 0 "null" normal map? Or Unlit shader
ina
# What is a 0 "null" normal map? Or Unlit shader

(Asked by: username_0 on 2019-11-08)

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.

**Tags:** shader, normal-mapping


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## 1 answers

### Answer by username_1 on 2019-11-08. Score: 1

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.

> **Comments:**
> **username_0**: say you don't have access to modify the shader but just have to fudge it by putting textures in existing shader texture slots?  
> **username_0**: also may i ask why the B value is 1?  
> **username_2**: Because its normalised to fit in RGB range (0..1), when expanded to a normalised vector range (-1 to 1) by performing N=(colour-0.5)*2 then that RGB becomes (0,0,1) which is the default normal  
> **username_3**: @username_0 You usually can't magically make a normal mapping lighting shader into an unlit shader just by setting some magic normal map texture. In any case, that would require some more knowledge about how that shader works exactly beyond just that it's a "standard normal map shader".  
> **username_0**: Also in this case I am trying to convert the Unity Standard Shader to Unlit https://docs.unity3d.com/Manual/shader-StandardShader.html  
> **username_4**: @username_0 You could try putting your unlit texture into the emissive parameter, and set the albedo/metallic/smoothness all to 0 (black). There may still be a tiny bit of Fresnel reflection on the edges, but smoothness 0 should minimize it and ensure that the lighting on the material is as close to 0 as possible.  

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