Hey everyone, So here's the problem. We have a dynamic weather system in place in our project to replace the basic skybox approach. Currently this sky is being rendered by the MainCamera and thus our far plane is set to a ridiculous 15000 when 1000 is plenty for everything but the sky. Because of this our depth buffer is losing all precision and thus any other shaders relying on the depth buffer, like SSAO look absolutely horrible. To fix this I decided to approach the problem by rendering only the sky with one camera (with a depth 1 less than the main camera) and everything else on the main camera. This allows me to keep the far plane on the main camera to a more realistic 1000ish. Of course this now means that the main cameras clear flag is now set to "Depth Only" so it does not immediately clear what I just rendered with the other camera. The issue that I have now been running into is when any shader (in any queue ie. "Background", "Geometry", "Transparent") in the scene makes use of "GrabPass" the grab pass texture does not contain the sky that I thought was the first thing to be rendered to the texture buffer. This causes the the sky to not be rendered and instead is replaced with a texture buffer that looks like it was not cleared (as it has not since it's set to "Depth Only"). I hope I have explained the issue clear enough as I really hope someone out there knows of a solution or another way of accomplishing the same thing??