I have a Virtual Texturing Terrain system working in the legacy rendering pipeline, which involves using Graphics.SetRandomWriteTargets during Update, outputting VirtualTexture requests to a RWBuffer during terrain rendering, and then asynchronously reading the data back to the CPU.
The system was behaving strangely after porting my shader to HDRP. It would only work correctly around terrain where holes existed.
I have now discovered that disabling decal support in my HDRP Asset makes the system work correctly again in all situations.
Does anyone know what might be causing this, and how I could make my system work with decals?
I assume this might be due to decals using RWBuffers, Clearing RandomWrite targets, or possibly something to do with a depth prepass.
Thanks for any help.