any updates on this?
I’m working in mobile LDR with no post process, so I am going the scene view extension route.
What I was imagining was using a scene capture 2d in depth only mode to capture a list of actors as a mask. I wish I could use custom depth stencils, but that buffer does not exist or even populate when in mobile LDR.
Ideally, I’d just add another pass to the camera with a similar actor only list, maybe hijacking the stencil values somehow. I would think that’s not a simple process, especially since I’m trying to avoid engine changes.
So perhaps a c++ only scene capture at camera location and matching expected or lower resolution, not writing to an actual texture (slow), but instead just copying the buffer (if that’s how that works).
btw, this is for VR, so now I’m wondering if I’ll need to do this for each eye index as well?