#ifndef __SHADERBASE_H__ #define __SHADERBASE_H__ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" #ifdef MSAA_ENABLED TEXTURE2D_X_MSAA(float, g_depth_tex) : register( t0 ); float FetchDepthMSAA(uint2 pixCoord, uint sampleIdx) { float zdpth = LOAD_TEXTURE2D_X_MSAA(g_depth_tex, pixCoord.xy, sampleIdx).x; #if UNITY_REVERSED_Z zdpth = 1.0 - zdpth; #endif return zdpth; } #else TEXTURE2D_X(g_depth_tex) : register( t0 ); float FetchDepth(uint2 pixCoord) { float zdpth = LOAD_TEXTURE2D_X(g_depth_tex, pixCoord.xy).x; #if UNITY_REVERSED_Z zdpth = 1.0 - zdpth; #endif return zdpth; } #endif #endif