Using URP and shadergraph with the DepthNormals render feature enabled, as described here:
This more or less works, but I get terrible banding in the Game view. In the Scene view there is no such problem, even though scene and game cameras have identical near and far clip and field of view.
I understand depth should be encoded in 16-bit for DepthNormalTexture on URP, but this banding looks more like 8-bit.
Toggling HDR has an effect on the encoded resolution of Normals and Depth.
Seems to drop depth to 8-bit and halve the resolution of normals.
Bug or feature?
Left is sceneview, right is gameview.
HDR off. Scene and game view are same for Normals.
for anyone googling this: i had the same issues, for me it was happening due to clipping plane far in gameview camera being ~30cm and in scene view ~3cm which then resulted in obvious differences of depth (g-buffer).