I set the DepthStencilState as<true, CF_DepthNearOrEqual>,and bind my pass RenderTargets.DepthStencil = BasePassRenderTargets.DepthStencil . Use RDG add MyPass into BasePass to Draw.Finally color buffer,normal buffer … every buffer is correct,except SenceDepth.I don’t know what I did less or did wrong.
Sorry for my bad english.I struggled with this problem for many days,I was expecting some help here.
Thank you.
Thanks for your reply. It is using for mesh material.I found I made a mistake:
directly use BasePassRenderTargets.DepthStencil,Although it with DepthPass bind to the same texture,but But thay bind differently DepthStencilAccess.Re-doing the correct binding solved my problem.
