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Question by $$anonymous$$ · Aug 12, 2020 at 09:23 AM · rendering

How do I read the configured depth buffer in a ScriptableRenderPass?

Using the command buffer and ScriptableRenderPass methods, I am able to render a scene to a render texture and use that texture for other processes. However, when I read the configured depth buffer I always get a blank black result.

 ConfigureTarget(m_ToonOutlineWorldNormalTexture.Identifier(), m_ToonOutlineDepthTexture.Identifier());
 ConfigureClear(ClearFlag.Color, clearColor);
 m_DrawingSettings.overrideMaterial = m_WorldNormalMaterial;
 context.DrawRenderers(renderingData.cullResults, ref m_DrawingSettings, ref m_FilteringSettings);
 // m_ToonOutlineDepthTexture will be blank

Can anyone please help me work out whatI am doing wrong?

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