Hi Yall,
Just wondering if there is a quick & easy way to get the “Depth Buffer” output pin of a DX11 Renderer into a texture that can be bound to / read by a shader? Struggling to find an answer to this online…
Ta!
Sam
Hi Yall,
Just wondering if there is a quick & easy way to get the “Depth Buffer” output pin of a DX11 Renderer into a texture that can be bound to / read by a shader? Struggling to find an answer to this online…
Ta!
Sam
Well first thing try “tfx”
Also there is more advanced tech (not sure if you are looking for that), on second temptarget you can put depth to read only, then you will be able to pass your depth there…
Yeah for the simple case of just accessing depth buffer in a shader maybe check out help patch of DepthReconstruction (DX11.Texture 2d). If you actually need to rebind the depth buffer to another renderer I think there is an example of that in the dx11 girlpower
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