I have a problem with my passes. I need an antialiased depth(z) channel. I tried several ways to create a z channel: The normal cameraDepth pass, a custom depth pass with an inverted samplerInfo->pointCamera.z and a customColor pass with the same data.
All pases show the same pattern if I use unified sampling, without unified everything is okay. I have contrast all buffers turned on, but no change. I hope you can see what I mean. I attached the simple maya file.
This way these passes are simply unusable. But I hope there is a solution and the problem is on my side.
I hope someone knows a solution for this problem. Thanks.