When I set a tilemap containing a tile with a normal map the light starts to act strangely and the light occluder gets ignored. Is it possible to properly set tiles with normal maps in Godot?
I forgot to mension that I took the fragment script from the normalmap demo
uniform texture normal;
//normal maps expect Y-up, but 2D is Y-down, so must mirror this.
NORMAL = tex(normal,UV).rgb * vec3(2.0,-1.0,1.0) - vec3(1.0,-1.0,0.0);