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[URP] DepthCopy texture as a color #5369
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a2e4eb6
switching _CameraDepthTexture to R32Float and accommodating some stuf…
jonuuukas 80af9be
some changes to the Foundation Project for Repro project (to be rever…
jonuuukas d1cef12
Revert "some changes to the Foundation Project for Repro project (to …
jonuuukas d39e96d
disable fbfetch on DbufferDeferred decals
jonuuukas c149ec9
adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass…
jonuuukas 933f089
making depthOnly pass compatible to render color texture and changing…
jonuuukas 624f0a1
Merge branch 'master' into universal/depth-copy-as-color
jonuuukas d887392
fix after updating trunk
jonuuukas 6accb1c
merge fix - change descriptor for DepthOnly configureTarget to the co…
jonuuukas ee6e7d4
enabling depthbuffer for depth copy and adding additional override fo…
jonuuukas 399ee75
formatting fixes
jonuuukas 68d3938
terrain shader passes depthonly pass fix to output clippos
jonuuukas 4f9cbd7
adding depth copy for renderpass as well and changing how fake depth …
jonuuukas 165f4d5
some cleanup and refactoring and enabling Renderpass for SS forward d…
jonuuukas fd4df44
adding _OUTPUT_DEPTH keyword to CopyDepthPass to select correct outpu…
jonuuukas 2510a18
Merge branch 'master' into universal/depth-copy-as-color
jonuuukas 5dec840
adding depth output for VFXGraph depth only passes
jonuuukas c4ddd12
changing the semantic for outDepthColor in VFXPasses.template
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Original file line number | Diff line number | Diff line change |
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@@ -108,7 +108,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData | |
cameraTarget, | ||
RenderBufferLoadAction.Load, | ||
RenderBufferStoreAction.Store, | ||
ClearFlag.None, | ||
ClearFlag.Depth, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I don't follow why we are changing this. Could this maybe introduce regression for users that might read depend on depth after final blit pass? |
||
Color.black); | ||
|
||
Camera camera = cameraData.camera; | ||
|
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why is this pass not RP compatible anymore?
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this actually get's set later as there is a possibility that with depth prepass we are going to have the additional depth as depth. however, if we can use it as a color texture - it will get set to true