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Question by Ceraph · Aug 12, 2015 at 07:52 PM · depth-buffer

How to get a mesh rendered with CommandBuffer.DrawMesh to use depth texture

Hello, I've just recently started learned how to use command buffers so I apologize if this sounds obvious, but I am using CommandBuffer.DrawMesh to draw a cube after the ImageEffect Camera Event, as I don't want it affected by bloom. So far I've been able to successfully get the cube to render and it appears to not be affected by bloom, but the problem I am running into is the cube is always rendered on top, as if it is ignoring the depth texture. Is there something specific I have to do to set the depth texture of the command buffer before drawing the mesh? Below is the code I am using.

Thanks in advance,

~ Ceraph

 // Get our stored command buffer if we have one, if not make a new one
         if (_commandBuffer == null)
         {
             _commandBuffer = new CommandBuffer();
             _commandBuffer.name = "Post Image Effects";
 
             // set this command buffer to be executed just after image effects
             // in the camera
             _mainCam.AddCommandBuffer (CameraEvent.AfterImageEffects, _commandBuffer);
         }
 
         _commandBuffer.Clear();
 
         _commandBuffer.DrawMesh (meshToRender.mesh, _transform.localToWorldMatrix, rendererToRender.material);
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Answer by theWatchmen · Sep 21, 2015 at 01:37 PM

From my intuition Image Effects are applied as a post-process effect, meaning that all passes of the rendering pipeline have already been executed and it's possible that the depth buffer is not re-evaluated when you draw your mesh at that stage.

Not sure you can actually draw something without being affected by post-process effects while being rendered correctly into the scene; I think that the AfterImageEffects is meant mostly for UI.

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