123456789101112131415161718192021222324252627 |
- #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
|