Depth Pass On Raymarched Volume
anyone know how I could get a depth pass working with this volume map?

I have the depth now I just need to figure out how to sort things…

What is you expected result ? sphere in the fog ??? cause you can influence it with renderGroupId and disabling autoclear between groups.

Volumetric Fog over-layering the sphere. think clouds in around a mini planet.
Ill try messing with the render groups, but I don’t think that will do it. I will need to pass my depths from the scene and from the fog shaders into a post pass I think and discard/combine things depending on their depths.

It will make more sense when I post what I have been working on… but I need to figure this out first!

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