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