Fragment Normals not appearing in DepthNormalsTexture

Hello, I am currently trying to build a shader using the normals part of the DepthNormals texture from my main camera in URP.
I wanted to be able to take into account the objects normal maps so dropped a mesh and added a custom URP/Lit material to it which had a generic normal texture in the Fragment Normals node.
However, I unfortunately can’t seem to see any changes when visualizing the normals part of the depthnormals texture.
Are the normal maps not supposed to be rendered in the normal part of the internal DepthNormals texture ?

I am quite new at writing / using custom shaders so I might have missed something obvious.
Also this might be a duplicate of Fragment Shader Normals in DepthNormalsTexture but this thread is almost 10 years old now so I figured it’d be okay.

Hi, there’s no depth normals texture in URP. They are split into 2 global render textures (“_CameraDepthTexture”, “_CameraNormalsTexture” stores world space normals).

To enable depth normals rendering, the easiest way is to enable SSAO with depth normals mode. You can open the Frame Debugger to confirm that the depth normals pass is rendering.

Hey, thanks a lot for the quick response !
I was creating the _DepthNormalTexture from the built-in shader “Hidden/Internal-DepthNormalsTexture”
But it’s much easier to use the 2 existing render textures and I was able to get what I wanted working.

Thanks again for your help !

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