Hey all!
I am working on a cel shader and wanted to add Sobel edge detection. For this, I need access to depth information. Is it possible to access the depth texture used by something like the DoF post effect? If not, is it possible to use a fragment shader to render all objects in the scene to a depth buffer? I'm having difficulty trying to understand how some of this information is passed around between shaders.
Thanks for any assistance!
Replies
Thanks for asking the team, I appreciate it. Looks like it's back to the old flipped-normals trick
https://80.lv/articles/tutorial-rendering-passes-in-marmoset-toolbag/