CommandBuffer 自定义深度图获取

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
//[ExecuteInEditMode]
public class M_CMDBuffer2 : MonoBehaviour
{
    CommandBuffer cmds;
    public Material DiffuseMat;
    public Camera cam;
    public RenderTexture retss;
    RenderTexture ret;
    MeshRenderer renderer;
    void Start()
    {
        
    }
    private void OnEnable()
    {


    }
    // Update is called once per frame
    void Update()
    {
        
    }

    void OnClearn(Camera cam) {
        if(cmds!=null)
           cam.RemoveAllCommandBuffers();
    }

    private void OnWillRenderObject()
    {
        cmds = new CommandBuffer();
        cmds.name = "blitss";
        renderer = this.GetComponent();

        int Temp = Shader.PropertyToID("_SoloTexture");
        cmds.GetTemporaryRT(Temp, -1, -1, 0, FilterMode.Bilinear,RenderTextureFormat.RHalf);//作为深度传递的时候 一定要是RHalf的格式
        if (cmds != null)
            OnClearn(cam);


        //ret = RenderTexture.GetTemporary(Screen.width, Screen.height, 16, RenderTextureFormat.ARGB32);
        //cmds.SetRenderTarget(ret);
        //cmds.ClearRenderTarget(true, true, Color.gray);
        //cmds.DrawRenderer(renderer, DiffuseMat,0);
        //retss = ret;

        //Shader.SetGlobalTexture("_Textures", ret);
        /*
        cmds.Blit(BuiltinRenderTextureType.CurrentActive, Temp);
        cmds.SetGlobalTexture("_Textures", Temp);
        cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cmds);
        */
        cmds.Blit(BuiltinRenderTextureType.Depth,Temp);
        cmds.SetGlobalTexture("_Textures", Temp);
        cam.AddCommandBuffer(CameraEvent.AfterSkybox, cmds);


    }

    private void OnPreRender()
    {
        Debug.Log("OnPreRender");
    }
    private void OnPostRender()
    {
        Debug.Log("OnPostRender");
    }
}

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