Dynamic occlusion using Depth API and post-processing
HI all.
Currently, dynamic occlusion using the Depth API requires replacing the shaders of all objects to be occluded, which is very time-consuming when there are many shaders.
I believe that the same functionality can be achieved without replacing shaders by using depth images obtained from EnvironmentDepthManager.cs and post-effects to prevent pixels with depth values above a certain distance from being drawn.
Can you tell me how this can be achieved or give us similar examples?
