Rendering camera stack/processing pass question for URP.
I have a low resolution render texture (pictured).
I want to put units onto that terrain, but at a completely different pixel depth. I can't just render them with the terrain because they are at the same tiny pixel size.
My thought/idea is to render them to a different render texture or to some kind of buffer then overlay that buffer into the low res terrain texture.
The problem is however I still want the units occluded by geometry, but I don't want that geometry to show up.
Is there some way to get a buffer/pass of just the units, but also have those units be occluded by geometry that is not being rendered into the pass?
