Original Post
Hey guys, I'm running into a problem with multiple render targets. I somehow can't render to the second render target texture which is of the same properties as that of the first one. The second render target texture just renders with a clear color that I specify, but no info is generated on it. Here is my Pixel Shader: struct PSOUT { float4 diffuseColor: COLOR0; float4 depth: COLOR1; }; PSOUT MyPS(float4 pos:POSITION, float2 tc:TEXCOORD0, float4 lightIntensity:TEXCOORD6, float4 depth: TEXCOORD1) { PSOUT pixelOutput; float4 color = tex2D(mysamplerstate, tc); color.rgb *= lightIntensity.x; pixelOutput.diffuseColor = color; pixelOutput.diffuseColor.w = 1.0f; pixelOutput.depth.rgb = depth.x; pixelOutput.depth.a = 1.0f; return pixelOutput; } I can see the depth info if I swap the COLOR0 and COLOR1, effectively rendering the depth to render target 1. But no luck in rendering to render target 2.