forked from BilalY/Rasagar
28 lines
934 B
HLSL
28 lines
934 B
HLSL
#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
|