Hi team, as some of you have seen I’ve been working on a new volumetric light effect using render passes but theres two things I’m got questions on.
- Accessing depth. I’m having weird issues with depth where the effect appears in front of everything if ssao isn’t enabled (or worse is broken entirely). I’m guessing this related to the prepass and is because it loses access to the depth buffer? How do I ensure proper depth testing within a renderpass and do you have any recommendations on where in the renderpass order should an effect like this go (e.g. after taa, after bloom?)
- Upscaling, previously I was running an upscale after the effect ran. My presumption in the new architecture is to add the upscale Renderpass into “afterPass” but I can’t figure out how it knows what to upscale and how the result is handled. How are rendertargets handled inside renderpasses? I’m rendering the effect by setting scaleX/Y to 0.5 but I want the following pass to run an upscale afterwards to smooth out the edges but it seemingly has 0 effect.
Thanks y’all