I’m putting together a postprocess material, and I’m trying to figure out how i can get the scene’s normals while preserving the normal length set by the materials of individual objects. It seems that the normals outputted by SceneTexture.WorldNormal are all normalized to a length of 1. Is there any way to get the scene normals while preserving normal length? Or is there a possible workaround, such as calculating the normal length in the individual objects and rendering it to a separate buffer?