My material needs to read from the depthtexture (generated by: grabpass), and it also needs to receive shadows. This seems not to work? Experimentally... 1. Unity refuses to process shadows for anything above queue 2500 (i.e. anything outside the Opaque queues) 2. Grabpass's depth doesn't work properly except in queues below 2500 (argh!) ... it acts as though it rendered the object BEFORE doing the grabpass that it hands to that object None of this seems to be documented in the manual, but a comment from @bgolus in an old thread suggests to me that grabpass might be incompatible with shadows: "the depth texture used by post effects is actually a separate rendering of the entire scene using the shadowcaster pass of your shader" So ... I thought I could do this: 1. Remove fallback (which does shadowcasting by default) 2. Implement shadow collection 3. DO NOT implement shadow casting 4. Use my grabpass's _CameraDepthTexture ... and my shadow collection ... and everything will work fine But ... Unity doesn't allow shadow collection without shadow casting (ARRRGH!), and Unity's processing of Grabpass's _CameraDepthTexture appears to ignore MeshRenderer's "Cast Shadows" setting (Bug??).