Hi, I’m trying to write a custom deferred shading. I use WebGLMultipleRenderTargets to compose my gbuffer but it doesn’t seem like I could let it renders along with a depth texture unlike you can with a regular WebGLRenderTarget.
Is this correct? If so, is there a get around to achieve it without rendering extra pass with another WebGLRenderTarget just for a depth texture?
Any help would be appreciated!