Rendering to multiple textures with one pass in directx 11
问题 I'm trying to render to two textures with one pass using C++ directx 11 SDK. I want one texture to contain the color of each pixel of the result image (what I normally see on the screen when rendering a 3D scene), and another texture to contain the normal of each pixel and depth (3 float for normal and 1 float for depth). Right now, what I can think of is to create two rendering targets and render the first pass as the colors and the second pass the normals and depth to each rendering target