I’m going to resurrect this post since I have the same question, and think the original commentor didn’t quite understand the question.
I know a render texture is a texture that you can render to instead of the frame buffer. You can treat that texture the same as any other texture. This means it’s a Texture2D and it can be bound to a 2D texture property to be used in a shader.
The OP is asking where the Depth Texture2D is. I did some OpenGL programming a long time ago and thought that you could access the depth buffer somehow, or maybe it’s just an option you pass into the binding statement that enables the z buffer for when the colors are drawn, and that’s it. After that it’s gone. Is that the case, or can the depth values be accessed like the colors in a render texture?