Is it possible to write to one depthBuffer and multiple colorbuffers using RenderTexture objects? In my project I have two RenderTexture objects assigned to separate camera texture targets. Within Start() method my second camera sets:
`camera.SetTargetBuffers(camera.targetTexture.colorBuffer, firstcamera.targetTexture.depthBuffer);`
The final result is of course put in camera.targetTexture, but unfortunately without taking into consideration the depthBuffer information from the first camera. Any ideas why it isn't working?
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