Hello everyone,
my question is how do I have similar "write to Z" feature from the spine/sprites shaders for a custom shader graph shader I did?
I did a foliage sway shader that I use on the tree and bush sprites on my game, I want to use some depth of field post processing but the sprites that use my shader are always blurred because they don't write to Z, they use the sprite renderer. My sprites using the spine/sprite shaders do behave as intended with DoF because they do write to Z thanks to the feature of the Spine shaders. Is there any way to do that with my shader graph shader?
I don't know how to code shaders so I use shader graph instead, and because of that I can't copy the code that enables Z write in the spine shaders to my custom shader graph shader or open the spine shaders and add the foliage sway (vertex displacement via a gradient noise)
Thank you!
Hopefully someone can help me with this.