I have this line in my fragment shader:
float3 depthNormalWS = SampleSceneNormals(screenUV);
return half4(depthNormalWS, 1.0);
I've included this at the top of my shader
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
I sample the depth buffer and scene color and they work perfectly fine, so i know screenUV must be correct. Unless there is some weird difference for world normals?
I also know the normals texture is being generated, the SSAO is enabled with Depth Normals as its source. I'm using URP in deferred+, though my shader is transparent so its technically forward+
However my output is black, the grey cube is what i'm testing world normals with, which is standard urp lit shader.
Why might i be getting black here, seems to suggest the normals are all 0?
I get no compile errors also.