enderer data asset is actually set on the camera and not just on the pipeline settings? ran into something similar where the camera had its own override that was pointing to a different asset
URP 17.3
What I’ve already tried:
ScriptableRendererFeature with an empty ScriptableRenderPass that calls ConfigureInput(ScriptableRenderPassInput.Depth) in the constructor, and inside RecordRenderGraph explicitly does builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read) plus builder.AllowPassCulling(false).ForceDepthTexture pass still does not show up in the Frame Debugger at all — as if the feature isn’t being picked up, or Render Graph is still culling it.OutputTextureRendererFeature sample (from the URP RG docs) — it also uses ConfigureInput(ScriptableRenderPassInput.Depth), but that pass actually blits something (has an output), so it’s never culled to begin with — not directly comparable to my empty pass.enderer data asset is actually set on the camera and not just on the pipeline settings? ran into something similar where the camera had its own override that was pointing to a different asset
ask Ai
If another pass is requesting depth normals prepass (SSAO for exampke does) the depth texture will be filled in the same pass. Also what do you need the depth texture for if your pass is empty?
pass is empty because I'm not trying to consume the depth data in C#, I'm trying to consume it later in the frame from a separate transparent material shader (a custom water shader using Blend SrcAlpha OneMinusSrcAlpha, ZWrite Off, HLSL only) that reads _CameraDepthTexture as a global texture via SampleSceneDepth(). The empty Renderer Feature pass was just my attempt to force the graph to schedule the Copy Depth producer pass, since I assumed the material's HLSL-level global texture read wasn't itself "visible" to the graph's dependency tracking