I can’t see your pictures but I’m also stuck on an AO problem having to do with a very chunky _CameraDepthNormalsTexture.
First, your code is right, insofar as it’s exactly what Unity recommends to reconstruct depth and normals from this texture.
I’ve noticed that _CameraDepthNormalsTexture is a lot chunkier than _CameraDepthTexture (what you get in DepthTextureMode.Depth mode). This is because the DepthNormals texture stores depth linearly, whereas Depth does so non-linearly, like a real hardware depth buffer.
This picture illustrates the pain I am suffering. Like you _CameraDepthNormalsTexture is causing bad banding problems with an AO technique.