Hey there,
I have a fairly simple simple unlit transparent shader that I would like to have write values to the depth buffer for later use in a post-processing shader. Right now, the color components of the shader draw to the camera just fine, but the the depth buffer is empty. Default material objects show up in the depth buffer just fine. Any idea what I’m doing wrong?
Shader "Unlit/TextureGlow"{ Properties { _MainTex ("Texture - Pastebin.com - Simple unlit / transparent shader that’s on all my scene game objects (except the sphere)
using UnityEngine;public class StarFieldEffect : MonoBehaviour{ publi - Pastebin.com - Script with OnRenderImage(..) where I’m blitting the src render texture to dst, using a shader that currently just displays the depth buffer.
Shader "Hidden/NewImageEffectShader"{ Properties { _MainTex - Pastebin.com - The post-processing shader
Thanks ahead of time
