Is there a way to get the pure lighting and shadow information during a render?
At the moment I have a CommandBuffer that is executed AfterLighting. To get a fudged lighting pass, I Blit() the CurrentActive buffer to itself using a shader.
What this shader does, is divide the AfterLighting pass by the Albedo, which generates a crappy version of the lighting pass (which brings a few artefacts later). Is there a “proper” way of obtaining just the light pass before it’s applied to the CurrentActive?
Secondly is there a way to get this with the shadow information? As Shadows don’t seem to be processed during the CameraEvent pipeline.