"Any thoughts on pulling a depth texture directly from a forward camera after opaque passes rather than using the pre pass?" (https://twitter.com/bgolus/status/747967191278989312)
Yeah, so there's several things that might complicate this:
- Screenspace ("deferred") shadows. These need depth texture, but you want to receive shadows while rendering opaque objects. So a depth pre-pass is the only option there. What we could do: remove (or make optional) the screenspace shadows; just directly sample & blend shadow cascades inside the shader. Increases register pressure, but has quite some benefits too (MSAA "just works", can do receiver plane bias, just works on transparencies etc.)
- Various "not quite standard" cases, like splitscreen cameras or other types of cameras that don't render to the whole render target. Probably not a common case though; if you have shadows & need depth, you likely also have postprocessing etc. So you're not rendering