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Issue description:
Using a SpatialMaterial with a normal map doesn't perturb a ReflectionProbe reflection,
but it does perturb a WorldEnvironment background reflection.
(The quad on the left is reflecting a checkerboard quad out of view)
AFAIK this behavior is undocumented, so I assume it's not a shader optimization?
Steps to reproduce:
Create any mesh with a SpatialMaterial and give it a normal map
Place a ReflectionProbe into the scene
Move that mesh into the ReflectionProbe
The mesh will use the mesh's unperturbed normals for sampling the ReflectionProbe.
Godot version:
3.2.3
OS/device including version:
Windows 10 RTX2060
Issue description:
Using a SpatialMaterial with a normal map doesn't perturb a ReflectionProbe reflection,
but it does perturb a WorldEnvironment background reflection.
(The quad on the left is reflecting a checkerboard quad out of view)
AFAIK this behavior is undocumented, so I assume it's not a shader optimization?
Steps to reproduce:
The mesh will use the mesh's unperturbed normals for sampling the ReflectionProbe.
Minimal reproduction project:
normalMapReflection.zip
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