I'm using Unity with URP and I'm trying to include a normal map in my shader graph.
Here is a basic graph that just display a normal map, with properties to control tiling and smoothness.
When I render the scene, the sun reflection highlights the wrong parts of the surface.
In this example, we can see the shadow direction of the cube, and the light itself. The sun reflection is clearly at the wrong place.
I tried with several normal maps from the web, all maps behave exactly like this one, so I think I'm missing something.
Ah, and strangely, when I rotate the object, the light reflection origin seems to change!
Of course, without the normal map, the light reflects gracefully.
What am I missing?