Question about High Precision GBuffer Normal Encoding: looking at shader code in DeferredShadingCommon.usf it seems that this is actually disabled (notice commented out lines)?
float3 EncodeNormal( float3 N )
{
return N * 0.5 + 0.5;
//return Pack1212To888( UnitVectorToOctahedron( N ) * 0.5 + 0.5 );
}
float3 DecodeNormal( float3 N )
{
return N * 2 - 1;
//return OctahedronToUnitVector( Pack888To1212( N ) * 2 - 1 );
}