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How can I get depth texture or depth semantic in dx11Shader?
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In AutodeskUberShader.fx example, it use opaqueDepthTexture and transpDepthTexture in technique11 supports
dvanced transparency, which need additional three pass(transparentPeel, transparentPeelAndAvg, transparentWeightedAvg); Is there any way to get the depth Texture by write "depthPass" pass or other methodes?