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Full source <URP>/ShaderLibrary/DeclareDepthTexture.hlsl HLSL 28 lines 11 symbols 2 includes Hide source Show source
DeclareDepthTexture.hlsl <URP>/ShaderLibrary/DeclareDepthTexture.hlsl
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HLSL
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28
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11
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<URP>/ShaderLibrary/DeclareDepthTexture.hlsl full source

#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