I made a simple cutout surface shader that uses addshadow for the shadowcaster pass.
Everything works really well (also depth), except of the depthnormals Texture.
I’m using Keijiros beautiful Kino Obscurance with forward rendering. When set to depth textures everything looks good, but when I switch to depthnormals texture apparently the shader writes its normal into the buffer.
So in the end it is not really a problem for me, but I’m wondering: How could I control what is written in the DetphNormals Texture? Would I need to input the WorldNormal just to save it out again when I’m not clipping? (My clippling needs to be in the surface shader, it is clipped through the world position).
The depth normals texture is generated with a replacement shader pass. You would need to modify the depth normal shader to add a new pass with a unique render type tag.
And in the internal depthnormal shader (found in the unity shader package under Builtinshaders/DefaultResourcesExtra/Internal-DepthNormalsTexture.shader I added this: