SetKeyword(material,"_NORMALMAP",material.GetTexture(kNormalMap)||material.GetTexture(kDetailMap));// With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for ir
if(normalMapSpace==NormalMapSpace.TangentSpace)
{
// With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it
// to be able to combine object space normal with detail map or to apply a "scale" we transform it to tangent space (object space normal composition is complex operation).
// then later we will re-transform it to world space.
// We forbid scale in case of object space as it make no sense
// To be able to combine object space normal with detail map then later we will re-transform it to world space.