So, everything renders fine in the editor and in the camera view, but in the game view the Sky is rendering over my terrain… And, this also happens with the default cube as well!
So I figured out what was going on here, and it’s almost by chance I figured it out. Everything in my shader was correct- exactly like the template the shader graph spit out. However, it turns out the custom inspector for the shader graph sets some data on the material which disables the motion vector pass which is only viewable in the debug inspector. So when I first started prototyping I was using a material which had a shader graph shader assigned to it at one point, and this was set on the material, and everything worked. So then I create a new material, and everything breaks.
There’s a few things I don’t like about this:
Having a motion vector pass disabling the depth pass is counter intuitive
Having the motion vector pass be disabled by a material inspector or even in the material is bad.
It would be better if it showed you this on the material so at least you know
This data is separate from the shader, so leads to unexpected behavior when new shaders are assigned
So I think the right answer here is to delete my MotionVector pass all together, so regardless of what the material says it won’t disable the depth buffer pass.