#world normals from camera
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If you need normals from the view of the Main Camera, URP can generate it for you by using a custom renderer feature with pass.ConfigureInput(ScriptableRenderPassInput.Normal);. Some provided features like SSAO and Fullscreen should already have options (source/requirements) to make URP generate it too
If you need it from a different view/camera. Could probably set up an additional Universal Renderer asset with a Fullscreen feature. Assign it to URP asset and select that on the camera's Renderer dropdown.
For material/shader on feature, sample _CameraNormalsTexture or use URP Sample Buffer node in a Fullscreen Graph to output that to the camera. And assign a RenderTexture asset to the camera's output texture field to capture that.