E:\e\UE4\UnrealEngine\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp
if (FirstStageDepthBuffer)
{
SceneTextures.PartialDepth = FirstStageDepthBuffer;
AddResolveSceneDepthPass(GraphBuilder, InViews, SceneTextures.PartialDepth);
}
else
{
// Setup default partial depth to be scene depth so that it also works on transparent emitter when partial depth has not been generated.
SceneTextures.PartialDepth = SceneTextures.Depth;
}