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