Hows it done guys? Just need a pointer in the right direction for a speedy way to achieve this. I have a bunch of stuff I just want to render small and blow up big, but it needs to respect the z buffer of the main scene.
Not sure if it’s actually possible to respect the z buffer doing this in a fast manner because the blurst guys just do it for smoke on the back, without z issues.
it’s been 4 days so time for a shameless bump methinks!
2 days and another bump! (someone must know how this is done).
Heya,
I don’t have an answer, but I’d like to know the answer if you get one ;).
I’m not sure if Unity allows that level of control or not. Usually, rendering to target is because you want to use the texture to replace a whole texture on an object - like a UI or to accumulate color.
At a minimum, you’d need to have control over either writing out the depth buffer (like to a separate texture) or getting access to the existing depth buffer (no guarantee you could do that), as well as the ability to provide that as input to the next render phase.
Do share if you solve it.
Gigiwoo.
It’s been a week or so, and nobody has the answer, so will probably stop searching for the answer and move on to plan B. Perhaps nobody has the answer because all the experienced people left the forums due to the flood of new guys asking how to type letters on their mmo.
It’s been a month! still curious how to clip geometry correctly on a smaller buffer when rendered to a larger buffer.