I need to pass a variable number of depth maps captured by a scene capture component to a material. At first glance, a TextureRenderTarget2DArray seemed perfect for this, as I can resize it to fit my needs and sample from it in the material with UVW coordinates. Unfortunately, I haven’t been able to figure out a single way to actually render to this render target. It can’t be used in a scene capture component. There’s no equivalent to “Draw Material to Render Target” that lets me, for example, select the slice to render to.
Is there any way at all to actually render anything to a TextureRenderTarget2DArray?