For context, I'm expanding on an existing Ocean shader.
I need ZWrite Off because I need to read the scene depth of stuff under my Ocean plane
BUT, I also need to have ZWrite On because my fog render feature will just cover it up in fog if there is no depth written.
So my question is basically this: how can I use the scene depth texture in my shader BEFORE writing to it?
In my head I thought I would just write a render pass with Zwrite Off to render the Ocean color and then after that write a depthOnly pass with Zwrite on. I've had 0 luck attempting this so far. It seems like I made this method up in my head and it's not real. Maybe this is something that's solvable with render features? idk, but I tried to use the render graph system b4 and that shi was scary.