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               Question by 
               chinadv · Jul 28, 2017 at 09:08 AM · 
                renderingrendertexturepost-process-effectcommanddepth-buffer  
              
 
              commandbuffer can't get depth buffer in forward rendering but correct in Deferred .Why?
 public void Awake()
     {
         MainCamera = GetComponent<Camera> ();
         MainCameraRT = RenderTexture.GetTemporary (Screen.width, Screen.height, 24);
         depthTexture = Texture2D.CreateExternalTexture (Screen.width, Screen.height, TextureFormat.RGB24, false, false, MainCameraRT.GetNativeDepthBufferPtr ());
         cmdBuffer = new CommandBuffer();
         cmdBuffer.name = "cmdBuffer";
 
         cmdBuffer.SetRenderTarget(BuiltinRenderTextureType.CurrentActive);
         cmdBuffer.ClearRenderTarget(false,true,Color.blue);
         cmdBuffer.Blit (BuiltinRenderTextureType.CurrentActive, MainCameraRT);
 
         MainCamera.AddCommandBuffer(CameraEvent.AfterSkybox, cmdBuffer);
 
     }
 


 
                 
                qq截图20170728170128.png 
                (11.5 kB) 
               
 
                
                 
                qqq.png 
                (5.7 kB) 
               
 
              
               Comment
              
 
               
              Answer by $$anonymous$$ · Aug 12, 2020 at 07:18 PM
I would like to know the answer to this as well. I am begging to suspect that the answer is manually redraw the scene using a depth material.
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