hey bud, no need to set up multiple render passes for this.
Depending on your primitives - ie if it’s just a sphere or box you need - it’s fairly simple to do in a shader.
I can’t upload a txt doc with the shader network but it’s this:
Make sure you only transform if its absolutely necessary as it can add expense. if you are just using a sphere you are fine to not transform.
I would think that most primitives here would translate pretty well with this, keeping in mind you’re only going to be drawing on world positions,
Where P in those functions is, in the image, SphereMask(A). I’m only using the sphere mask as a convenience function to tweak distance fields.