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Deferred Normal-Depth buffer


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Hi Folks,

I am working my own scalable ambient occlusion effect and I do need a render pass which generate a normal-depth buffer.

And then I compose a post process pipeline which does the normal SAO + Blur + Composing stuff but it seems that the current architecture does not allow me to insert a pass between the "original color" pass and the PostProcessRenderPipeline. I know that I can reconstruct the normal from the depth buffer but it seems that I am going to have some artifacts which cannot be avoided. So how can I do that? 

BTW, it seems that Babylon now support multi-RenderTargets. It is true, I would like to write my own shader which writes to my Normal-Depth buffer during the color pass. Is it possible now? Where can I find some samples about MRT?


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