Hi, I'm working on a post effect and for that i need to render set of meshes to texture with ZTest LEqual to create a mask here is a sphere rendered to separate texture so i'm creating new RenderTexture and setting it as active color buffer while leaving depth buffer unchanged rendering what i need and resetting render target and everything works perfect but when i'm enabling Direct3D in player settings and enabling anti-aliasing in quality settings i'm getting an error: here is my code: Code (CSharp): void OnRenderImageTest0(RenderTexture source, RenderTexture destination){ // create new render target RenderTexture rt = RenderTexture.GetTemporary(_camera.pixelWidth, _camera.pixelHeight); rt.Create(); RenderBuffer tmp = Graphics.activeColorBuffer; // change render target Graphics.SetRenderTarget(rt.colorBuffer, Graphics.activeDepthBuffer); ... // render meshes ... // reset render target Graphics.SetRenderTarget(tmp, Graphics.activeDepthBuffer); rt.Release(); } is it a bug or i'm doing something wrong? is there any way to do that on Direct3D with enabled anti-aliasing?
here i've found that But in my case size is equal. unity documentation says: https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html ok, I have ZWrite Off more from docs: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html this is clear, but what i can do in my case?