Is there any way to get a depth prepass with low resolution transparency?

I’m not sure if there is a good technical reason for it or if it is just an oversight, but when you set the rendering pass on a transparent lit shader from default to low resolution, that will also remove the option to have depth pre- and postpasses. I don’t care about the postpass, but the prepass is required for convex meshes that can overlap themselves in screenspace.


I can’t use the default pass at full resolution because it has a massive performance impact, in my case more than 3 ms over low resolution. Low resolution is amazing, barely costing 1 ms while not looking any worse on rough materials. It’s not the lack of the depth prepass causing this either, if you disable it on the default rendering pass for comparison the frametime will actually go up significantly while looking the same as the low resolution pass, suggesting that low resolution would run even better if there was a depth prepass that culls the overlap.

It’s no use if there is no way to have a depth prepass though, is there really now way to make this work? I tried to use Shader Graph to add it on the low resolution transparency pass, but it looks to me like you don’t have access to that at all. If there is something I’m missing, please let me know.