28 lines
934 B
HLSL
28 lines
934 B
HLSL
#ifndef UNITY_DECLARE_DEPTH_TEXTURE_INCLUDED
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#define UNITY_DECLARE_DEPTH_TEXTURE_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
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TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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float4 _CameraDepthTexture_TexelSize;
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// 2023.3 Deprecated. This is for backwards compatibility. Remove in the future.
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#define sampler_CameraDepthTexture sampler_PointClamp
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float SampleSceneDepth(float2 uv, SAMPLER(samplerParam))
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{
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uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraDepthTexture_TexelSize.xy);
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return SAMPLE_TEXTURE2D_X(_CameraDepthTexture, samplerParam, uv).r;
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}
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float SampleSceneDepth(float2 uv)
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{
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return SampleSceneDepth(uv, sampler_PointClamp);
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}
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float LoadSceneDepth(uint2 pixelCoords)
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{
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return LOAD_TEXTURE2D_X(_CameraDepthTexture, pixelCoords).r;
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}
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#endif
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