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

Hi Giovanni,

Yes indeed, as a post effect occurring after translucents and fog, it would have severe artifacts. Under the current architecture, it appears your depth prepass approach is the only way to have access to the current scene’s depth as a texture. We are looking at alternatives to facilitate post processing between opaques and translucents. I’ll keep you apraised if this becomes available in case it would be a more performant option compared to the current depth prepass approach.

Best regards