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float weight = weightNDC.x * weightNDC.y; |
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float hitDeviceDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, hit.positionSS, 0).r; |
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float hitLinearDepth = LinearEyeDepth(hitDeviceDepth, _ZBufferParams); |
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float hitLinearDepth = LinearEyeDepth(hitDeviceDepth, _DepthBufferParam); |
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// Exit if texel is out of color buffer |
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// Or if the texel is from an object in front of the object |
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