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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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