In a custom shader I've made, I'm offsetting vertices according to a compute buffer. With the "addshadow" compiler directive, this works fine with shadow casting and reception. However, when using SSAO, the camera effect is applied as if the object was not offseted by the compute buffer, and thus the AO appears incorrectly. This is due to the "Hidden/Internal-DepthNormalsTexture" pass rendering the unmodified object into the depth normals. When using the deferred rendering path, this problem is not present. It is only present in the forward rendering path. For reasons unconnected to this problem, I need to use forward rendering. I'm now at a bit of a loss, because as far as I know, there's no way to render a specific object with specific compute buffers into the depth normals texture. Summoning @bgolus .