Press "a" "b" or "c" Normal mapping is used to add texture to a flat surface without creating any extra objects to a 3D world. This is used to reduce the strain on the engine while also improving user experience. Take a look inside, I added some interesting custom blocks.
The way normal mapping works is that each texture has a list of data stored to keep track of each point's "normal." A normal is a line perpendicular to a surface, but because our surface is flat, they are fake, as they go in many different directions. The data is the normal of the imagined surface, or the surface that you want to appear in the texture. These normal vectors (lines) tell the pixel to light up when the normal vector looks at a light source. The vector from the point to the light source is compared with the normal, and the more similar they are, the brighter the pixel gets.