I want to use conservative depth in my fluid renderer to use hardware optimizations. I want to change depth value in my pixel shader
here is Pixel output type
struct PShaderOutput
{
float4 targetRender1 : SV_Target0;
float depth : SV_DepthLessEqual;
};
and the end of my pixel shader
PShaderOutput pixelOut;
pixelOut.depth = depthval;
pixelOut.targetRender1 = float4(depthval,depthval,depthval,1.0f);
return pixelOut;
But it's not have any effect to improve perfomance.