Cannot use textures of PrePassRenderer

For instance getting DepthTexture for SoftParticles or PositionTexture (or Normals) into GPUPicking.

There is indeed the DepthRenderer or the GBuffer. But assume the PrePassRenderer is already active in the scene from DeferredLIghting. Adding the DepthRenderer on top costs 1 extra draw call while the GBuffer doubles all draw calls.