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ZBuffer from CameraDepthTexture render target

Discussion in 'General Graphics' started by jdrostov, Mar 13, 2018.

  1. jdrostov


    Oct 7, 2013
    In "Frame debug", I see that when DepthPass.Job is executed, it draws using ReplacementShader in RenderTarget CameraDepthTexture. How can I reuse the ZBuffer of this RenderTarget to optimize the rendering of the frame?