Bent normals confusion

TLDR: Does unity create me a bent normal automatically if I have a normal and an AO map?

Ive been reading this thread about specular occlusion Specular Occlusion?

But now im noticing that if I just turn on Specular Occlusion from AO and Bent normal in the shader,
I am getting a bent normal generated somehow from unity and it works as if I had added a baked bent normal

I cant find anything about that

From AO:

From Bent and AO:
Clearly a big improvement here and I dont have a bent normal texture

Is this really how it works?

Btw Custom ones can also work well:

Based on light direction

Anyone seeing this, really turn on the setting for AO and Bent normal

Which mode are you using for without the maps? Perhaps it’s a UI thing…

On a shadergrah, if no bent normal is provided the normal is used instead.
Then it uses a different algorithm than the “From AO” option, which may result in a better result if the mesh normal is pointing somewhat towards the light (ie. if it’s close to the bent normal)

Ah I see, thats a good deed

Id definitely recommend for people to use that when having baked normal meshes
This should be in the documentation however

Yes and actually it’s weird that this behavior isn’t consistent with our Lit shader. I’ll make a note to add that in the documentation and unify the behaviors. Thanks for reporting it !