#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); SAMPLER(sampler_CameraDepthTexture); float4 _CameraDepthTexture_TexelSize; float SampleSceneDepth(float2 uv) { uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraDepthTexture_TexelSize.xy); return SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv).r; } float LoadSceneDepth(uint2 uv) { return LOAD_TEXTURE2D_X(_CameraDepthTexture, uv).r; } #endif