I'm rendering sprites from a model, and want to use tangent normal maps while rendered. My models are simple, single shaded, low poly models. I want to render the animations I have set where the model is that blue color, but I can't seem to figure out how to do this. It seems like it should be easy. Seeing as how all the faces are untextured, it feels like I shouldn't even have to unwrap anything.
I'm extremely new to blender, if someone could guide me step by step that'd be great. The other questions I've seen on this involve baking and applying textures to simpler objects, but I'm just trying to render my original model with that blue color, as this is how you apply normal maps to sprites in Unity.
I previously was able to use the normal pass and then just adjust the colors using math in the node editor which made it extremely simple to render, but it seems this is rendered in camera space, as opposed to tangent space. I need tangent space normal maps. Anybody?