This might be a general question but I have some difficulties about understanding baked bent normal maps and how to use it inside a shader in Unity.
From what I understand, bent normals are especially used with occlusion but I don't really get what they contain and how to use them. The other strange thing is that when baking them with different tools, it gives me different output, so it's hard for me to interpret them.
Here are some examples:
It seems that Unity is using tangent space normal maps but I don't have any control on the import process and I don't know what they are doing. Regular normals are then unpacked in converted into world space normals using TBN matrix.
The fact is that at this point, any clue or advice should be really useful. I don't know if my baked maps are right or usable and I don't know how to use them inside my shader.