Render normals into buffer?

Found this code in Lighting Prepass Shader v3:

    half4 nspec = tex2D (_CameraNormalsTexture, uv);
    half3 normal = nspec.rgb * 2 - 1;
    normal = normalize(normal);

_CameraNormalsTexture isn’t the combined depth and normals texture so is it a custom shader that output this or does the camera have a separate normals render that isn’t documented?

_CameraNormalsTexture is produced only when using Deferred Lighting.

It’s basically world space normals in RGB channels (scaled biased into 0…1 range), and specular exponent in A channel.