Access depth buffer (and scene color) from ISceneViewExtension::PostRenderBasePassMobile_RenderThread

Hi Giovanni,

A depth prepass would address the issue since the depth texture would be resolved prior to sampling. However, it can be additional overhead. We continue to investigate a solution that wouldn’t require this. Are you able to share a full repro project under the original conditions? I’d want to ensure that we are integrating in the same manner.

Best regards.