From c29509d35382f00cb44c5842373092e0ff4883e5 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Mon, 23 Jan 2023 18:16:00 +0100 Subject: [PATCH] Update README.md --- README.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 069c27f..bcf9d0f 100644 --- a/README.md +++ b/README.md @@ -162,4 +162,6 @@ https://user-images.githubusercontent.com/6877923/195407733-1e73b63c-5ba6-488f-8 Duing HDRP rendering, you only have access to the depth buffer that contains all opaque objects, the depth texture is not updated when rendering transparent with depth pre/post passes. -This custom pass copies the current camera depth (up to date with the current injection point) to the custom depth buffer. The custom depth buffer can then be sampled in a fullscreen shader graph using the custom depth node. \ No newline at end of file +This custom pass copies the current camera depth (up to date with the current injection point) to the custom depth buffer. The custom depth buffer can then be sampled in a fullscreen shader graph using the custom depth node. + +Source file for this effect: [CurrentDepthToCustomDepth.cs](https://github.com/alelievr/HDRP-Custom-Passes/blob/master/Assets/CustomPasses/CurrentDepthToCustomDepth/CurrentDepthToCustomDepth.cs) and [CurrentDepthToCustomDepth.shader](https://github.com/alelievr/HDRP-Custom-Passes/blob/master/Assets/CustomPasses/CurrentDepthToCustomDepth/CurrentDepthToCustomDepth.shader).