Possible to pass the depth buffer to shaders in a separate viewport world?

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:bust_in_silhouette: Asked By SIsilicon

I’m working on this volume renderer (soon package) for Godot 3.1. I want to add a denoiser, but I will need to pass the current depth buffer/texture to it. I can’t just use the built-in DEPTH_TEXTURE in the shader as the shader is used in a different world; thus the texture from it would be totally wrong so that leads to my question above. Do you think you can help me out here?