Mesh Topology Lines not rendered to Depth Texture?

Hi everyone,
i experimented a bit with the depth texture. I noticed that if a mesh has Lines Topology then the lines won’t be rendered to the depth texture.

This is what the scene looks like:
4604788--430171--scene.PNG

And this is what the depth texture looks like:

In the wireframe shader i set ZTest to Always and ZWrite to On:

Shader "Custom/Lines"
{
   SubShader
   {
       Pass
       {
           ZTest Always
           ZWrite On

           CGPROGRAM
           #pragma vertex vert
           #pragma fragment frag
           #include "UnityCG.cginc"

           struct vertexInput
           {
               float4 vertex : POSITION;
               float3 texCoord : TEXCOORD0;
           };

           struct vertexOutput
           {
               float4 pos : SV_POSITION;
               float3 texCoord : TEXCOORD0;
           };

           vertexOutput vert(vertexInput input)
           {
               vertexOutput output;
               output.pos = UnityObjectToClipPos(input.vertex);
               output.texCoord = input.texCoord;

               return output;
           }

           float4 frag(vertexOutput input) : COLOR
           {
               return float4(1,1,1,1);
           }

           ENDCG
       }
   }
}

I simply render only the depth with post processing. This is the Post Processing shader:

Shader "Post/DepthTexture"
{
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

        

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D _CameraDepthTexture;

            float4 frag(v2f input) : SV_Target
            {
                float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, input.uv);
                depth = Linear01Depth(depth);

                return depth;
            }

            ENDCG
        }
    }
}

I enabled the depth texture for the camera and adjusted the far clipping plane to get this result.
If the lines intersect with the cube the z culling works fine. Only the depth texture is missing the lines…
So is it on purpose that the lines are not rendered to the depth texture? Can i somehow enable it?
Thank you very much!

Unity’s camera depth texture is generated with a separate pass of the scene using each shader’s shadow caster pass.

Your shader doesn’t have a shadow caster pass, or a fallback which has one, so it doesn’t get rendered into the depth texture.

1 Like

Amazing, it works! Thank you so much