Hello, Im using the depth.fx file to generate a depth map for my scene, to be used for post processing.

Is there a shader I can apply to the camera/.fx that also takes into account entity alpha maps? I use a shader that cuts off alpha information as well as PASS_SOLID which looks nice. But I want a depth shader that takes this into account, not just polygons.

What can I add to this shader to make it account for alpha transparency?

Code:
////////////////////////////////////////////////////
// Depth rendering shader
// Copyright (c) 2007 Conitec. All rights reserved.
////////////////////////////////////////////////////
	
// Application fed data:
const float4x4 matWorldViewProj;

//////////-----------------------

//////////------------------	
	
	
void DepthVS (in float4 InPos	: POSITION,
				out float4 OutPos	: POSITION,
				out float OutDepth: TEXCOORD0)
{
// Output the transformed position
	OutPos = mul(InPos,matWorldViewProj);

// Output the scene depth
OutDepth = (OutPos.z)*.002;




	//	OutDepth = OutPos.z;
	

	//OutDepth -= OutDepth;
}

float4  DepthPS( in float InDepth: TEXCOORD0 ) : COLOR0
{

	
	

	
// Output the scene depth to a R32 floating point texture
//	return float4( InDepth, 0.0, 0.0, 1.0 );	

return float4(InDepth, 0.0, 0.0, 1.0 );	
	
	
}

technique DepthTechnique
{
	pass p0
	{
		Lighting	= False;			
		VertexShader = compile vs_2_0 DepthVS();
		PixelShader  = compile ps_2_0 DepthPS();
	}
}