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