#ifndef UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED #define UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl" TEXTURE2D_X(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture); //NOTE: Configured at runtime by copy color, can be point or bilinear. float4 _CameraOpaqueTexture_TexelSize; float3 SampleSceneColor(float2 uv) { uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraOpaqueTexture_TexelSize.xy); return SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv).rgb; } float3 LoadSceneColor(uint2 uv) { return LOAD_TEXTURE2D_X(_CameraOpaqueTexture, uv).rgb; } #endif