Hi, I was wondering if there is a way to access the screen-space normals in Godot 4.0.
I assume there could be a way because I found the DEBUG_DRAW_NORMAL_BUFFER option in the Viewport class, which shows the view I'm looking for when activating it.
I thought of this 'hack' where you could use a second Viewport, set this debug draw option and save the viewport texture to use it as a shader parameter. But I don't know about the performance and I assume this is not the intended way. Also in the docs it says that these debug normals don't respect the effect of custom vertex displacements from shaders.
Is there an easier way to get the normals, let's say for post-processing?