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Apply Secondary Normal Map to Standard Shader by Script

I have a material with an existing normal map. I added a secondary normal map to represent damage via script. I assign to the appropriate texture property _DetailNormalMap, assign the required...

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Answer by Zoop for Apply Secondary Normal Map to Standard Shader by Script

Turns out the issue was that a constant that represented the keyword was updated to have two keywords instead of just one. In effect, we were doing:material.EnableKeyword("_DETAIL_MULX2...

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