forked from LeenkxTeam/Leenkx_Examples
Wall with a material that's reading from a depth texture, which is copied from the depth buffer before drawing the wall as the last object in the scene.
To use this in your own projects:
- Enable
Material Properties > Leenkx Props > Read Depth - Make sure
Render Properties > Leenkx Render Path > Renderer > Depth Textureis set toAutoorOn - Add a
Shader Datanode with a uniform sampler2D with the namedepthtexand separate the x value from the color output
Note that the depth values depend on the camera far/near values! Also the compositor needs to be enabled on forward render path in order to work.