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?