Like DepthRenderer, BBL use one depth shader Effect to draw depth. once I need to achieve some vertex animation by shader, like water surface wave animation, depth will draw wrong.
I change the DepthRenderer code to create custom depth effect(we probably just need to change positionUpdated after vec3 positionUpdated = vec3(position); in this case)
Many postprocess effects and shader effects dependent on correct depth texture. Like Unity, it has DepthPass to keep depth vertex right. I think custom vertex shader for depth effect is necessary and easy to achieve
HighLightLayer custom vertex shader is same as DepthRenderer