{ "Source" : "./DepthPass.azsl", "RasterState": { "CullMode": "None" }, "DepthStencilState" : { // Note that we assuming reversed depth buffer, which normally means we // are rendering with GreaterEqual. But in our case we want to render the maximum (furthest) values from the camera. "Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" } }, "CompilerHints" : { }, "ProgramSettings" : { "EntryPoints": [ { "name": "DepthPassVS", "type" : "Vertex" } ] }, "DrawList" : "depthTransparentMax" }