- custom pass (C#)
rayTracingShader.SetTexture("_CameraNormalTexture", ctx.cameraNormalBuffer);
- shader part
uint2 normalPixel = uint2(pixel.x, resolution.y - 1 - pixel.y);
float4 encodedNormal = _CameraNormalTexture.Load(int4(normalPixel, 0, 0));
RenderTarget[pixel] = encodedNormal;