TEXTURE2D_X_FLOAT(_HalfResCameraDepthTexture); float4 _HalfResCameraDepthTexture_TexelSize; // Samples the half resolution camera depth texture and returns the depth considering UNITY_REVERSED_Z. float SampleDownsampledSceneDepthConsiderReversedZ(float2 uv) { float depth = SAMPLE_TEXTURE2D_X(_HalfResCameraDepthTexture, sampler_PointClamp, UnityStereoTransformScreenSpaceTex(uv)).r; #if !UNITY_REVERSED_Z depth = lerp(UNITY_NEAR_CLIP_VALUE, 1.0, depth); #endif return depth; }