Does shader get actual Z buffer when I use camera.Render() on it with forward path ?

I tried to use _CameraDepthTexture in my shader. And I render Layer on which quad with that shader is using Camera.Render(); But I don’t get any depth. But if I move other object to this layer my shader is seeing depth from that object. And I get his depth even if I don’t set Camera to render depth. And I use Forward rendering. It would seem like when I use Camera.Render() it gives actual Z buffer to my shaders. How do I make it not do that?

I used CameraDepthTexture before, but never with Camera.Render(); And this camera is not set as main.

Try doing this

yourCam.depthTextureMode = DepthTextureMode.None;

before your Camera.Render();

I don’t quite understand your stated goal and setup. Maybe share some additional details?