Custom depth pass disables occlusion culling?


Does enabling “render customdepth pass” on a mesh, disable occlusion culling on it (ie. not consider this mesh for occlusion culling)?



If you are using it for highlighting then culling on the highlight will depend on how you do your highlight shader. Example here. The colored highlight objects have custom depth enabled.

Shmoopy1701, thanks for your reply!

I’m not sure I understand it right. If the cubes above have custom depth enabled and we can see them, doesn’t it mean that occlusion culling did not happen on these objects?

I’m new to how shaders, rendering works, so I might be missing something obvious.