Files
DeviantMobile-Rohan/Assets/Volumetric/Shaders/DeclareDownsampledDepthTexture.hlsl

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483 B
HLSL

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;
}