Decode normal maps on export instead of trying to access pixels. #33
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Reading raw texture pixels from disk is, in general, not a good idea given the wealth of texture formats Unity supports internally. A Texture2D could come from anywhere -
One case where that is a problem in the sketchfab exporter is NormalMap exporting - their pixels would only be correct if the normal on disk is already in tangent space (sometimes, but rather rarely the case).
A solution (for the normal maps, but a similar approach would work in general) is to decode the actual texture and convert the necessary data to a PNG or JPEG file which is then stored for glTF usage.
A shader is used to convert into the right encoded normals format (tangent space).
This works for all normal maps, no matter how they were created (greyscale/bumpmap/RenderTex)...