Heyo!
I’m trying to render the world position of a vertex displaced plane into a texture, in order to achieve this I want to use a render feature that renders a particular mesh with an override material without having to use a second camera. To do this I’ve made a custom Render Objects (experimental) render feature that allows me to set a render target, other than that it’s functionally the same.
The issue I have is that the vertex displacement doesn’t seem to apply before it renders to the target texture. If I render it normally and then use a grab pass render feature to blit the cameras render texture it works as expected, but naturally also renders the result to the scene which I don’t want. If I set the depth write to disabled on the regular render objects it also doesn’t displace the vertices before the blit, but changing that in my own custom render feature doesn’t seem to do anything.