When excluding objects from the default layer mask and rendering them separately (e.g. RenderObjects, out to custom textures, etc), they're obviously not included in the opaque depth/depthnormal prepasses.
Does RenderGraph's API provide avenues to force inclusion of layers in Unity-controlled passes like a depthnormal prepass? E.g. via hooking into renderer lists, merging passes, or something else?
For context, I'm using unlit shaders made in shader graph (which is of course limiting), and have written custom URP passes for simple/isolated operations before, but I'm finding it hard to reason about what to do where with the render graph API, sadly.
I think this particular problem is a fairly common challenge, though, and haven't seen good answers.
Thanks!