When I read code for URP rendergraph in unity6.0,I find that MotionVectorRenderPass will set its depth as globaltexture named k_MotionVectorDepthTextureName if the depth is valid(which should be true for all the time as it need valid depth to do depth testing).What i dont understand is the use of this k_MotionVectorDepthTextureName texture.From my understanding,if any shader need to rebuilt its lastframe position,it can just use its current depth pass from vertex shader or read from predepth texture.What rendered in predepth pass should already cover motion vector depth’s part.So IMO,it is useless to set this global k_MotionVectorDepthTextureName texture.
And I just check that no shader using this k_MotionVectorDepthTextureName(which is actually named “_MotionVectorDepthTexture” in shader variable string) texture currently.