#ifndef UNIVERSAL_COPY_DEPTH_PASS_INCLUDED #define UNIVERSAL_COPY_DEPTH_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" #if defined(_DEPTH_MSAA_2) #define MSAA_SAMPLES 2 #elif defined(_DEPTH_MSAA_4) #define MSAA_SAMPLES 4 #elif defined(_DEPTH_MSAA_8) #define MSAA_SAMPLES 8 #else #define MSAA_SAMPLES 1 #endif #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) #define DEPTH_TEXTURE_MS(name, samples) Texture2DMSArray name #define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY_FLOAT(name) #define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, uv, unity_StereoEyeIndex, sampleIndex) #define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv, unity_StereoEyeIndex).r #else #define DEPTH_TEXTURE_MS(name, samples) Texture2DMS name #define DEPTH_TEXTURE(name) TEXTURE2D_FLOAT(name) #define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, uv, sampleIndex) #define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv) #endif #if MSAA_SAMPLES == 1 DEPTH_TEXTURE(_CameraDepthAttachment); SAMPLER(sampler_CameraDepthAttachment); #else DEPTH_TEXTURE_MS(_CameraDepthAttachment, MSAA_SAMPLES); float4 _CameraDepthAttachment_TexelSize; #endif #if UNITY_REVERSED_Z #define DEPTH_DEFAULT_VALUE 1.0 #define DEPTH_OP min #else #define DEPTH_DEFAULT_VALUE 0.0 #define DEPTH_OP max #endif float SampleDepth(float2 uv) { #if MSAA_SAMPLES == 1 return SAMPLE(uv); #else int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw); float outDepth = DEPTH_DEFAULT_VALUE; UNITY_UNROLL for (int i = 0; i < MSAA_SAMPLES; ++i) outDepth = DEPTH_OP(LOAD(coord, i), outDepth); return outDepth; #endif } #if defined(_OUTPUT_DEPTH) float frag(Varyings input) : SV_Depth #else float frag(Varyings input) : SV_Target #endif { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return SampleDepth(input.texcoord); } #endif