TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/DeclareDepthTexture.hlsl

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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);
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