Possible to pass the depth buffer to shaders in a separate viewport world?

SIsilicon28SIsilicon28 Posts: 35Member

I'm working on this volume renderer (soon package) for Godot 3.1. I want to add a denoiser, but I will need to pass the current depth buffer/texture to it. I can't just use the built-in DEPTH_TEXTURE in the shader as the shader is used in a different world; thus the texture from it would be totally wrong so that leads to my question above. Do you think you can help me out here?

Note: I already asked this same question here.


  • MegalomaniakMegalomaniak Posts: 1,087Admin

    Without having heavily used the 3.1 alpha I'd have to say I seriously doubt it.

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