Normal Maps for Triplanar Mapped Objects
I'm seeing some lighting issues while using the TextureUniformTriplanar node in the Visual Shader. I have a NoiseTexture which I am using as both to calculate the planet colors and also to calculate the normal maps. If you look at the image below, you can see a light off in the distance (I've turned up the energy to make it more visible). The "shadowed" areas are not being lit correctly. If I go to the other side of the sphere, the lighting is correct.
Am I missing something here or is this a limitation of triplanar mapping?