I have this huge issue with world normals and I need a fix because otherwise it destroys the art style I’m aiming to create in my shaders. I don’t use high poly geometry and for me it’s very critical to keep all normals perfectly aligned with world position. Basically all world normals are tilted in one direction but the angle is not the same for different levels, depending on something that’s totally unclear to me. Also I checked UE4 and the problem exists there as well.
If you look, for example, on the ground you can see that XY values are never 0, while Z value is 1.0 but the normal should be exactly (0,0,1). In case with angled surfaces you can find the difference only by exporting the model to obj format and checking it in notepad. The discrepancy may look not that big on the screenshot but it still matters for huge flat polygons, also it gets bigger in different levels, usually in range 0.00xxx which is quite big if you ask me.
I know for sure that this is not an asset import problem, this tilt is done by the engine and baked into GBuffer.
If there is a technical explanation for this weird feature somewhere I’d like to know about it but if it’s a bug then definitely it needs a global fix and in the meantime finding any robust countermeasure is very critical for me.