Hey,
In the game we’re developing we want to use several post-processing filters, both default and custom ones. Unfortunately we’re having some issues with the depth buffer that is passed to some filters.
With certain combinations of filters, some filters are not getting the proper depth buffer texture but a random texture (a random object’s texture that is then rendered onto the screen). All the shaders DO work in some cases and do what they’re asked to, but in some cases they don’t.
Sadly I haven’t been able to find a solution for this problem. Is this a known issue, or are we missing something?
Thanks.