diff --git a/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli b/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli index 13e3c652db..6e0209eb3e 100644 --- a/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli +++ b/Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli @@ -52,6 +52,12 @@ float3 GetTangentSpaceNormal_Unnormalized(float2 normalMapSample, float normalSt // The image build pipeline drops the B channel so we have to reconstruct it here. surfaceNormal.z = sqrt(1 - dot(surfaceNormal.xy, surfaceNormal.xy)); + // Don't allow z to be zero just in case normalStrength approaches 0, to avoid a 0-length normal. + // It doesn't make sense anyway to have a surface with a normal map completely tangential. + // This also addresses the possibility of z being NaN, in the case where x^2+y^2 > 1, so we don't need to call saturate in the sqrt operation above. + // (Note this edge case would be particularly evident in multilayer material types, where the normal map is masked out using normalStrength). + surfaceNormal.z = max(surfaceNormal.z, 0.01); + surfaceNormal.xy *= normalStrength; return surfaceNormal;