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Proper way to save shader normal output from Blit in URP?

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I'm currently trying to use Graphics.Blit to add 2 textures together and save the output to a texture file. Nothing is used in runtime since this is just an editor tool that I'm trying to use since I got tired of having to open up another program to do this modifications.

The current method works perfectly for albedo textures, but for normal maps it just outputs the data wrong. The shader is nothing crazy:
View attachment 879304

I've already tried setting both textures as Bump mode...

Proper way to save shader normal output from Blit in URP?

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