float z = LOAD_TEXTURE2D(_CameraDepthTexture, unPositionSS).x;
return LinearEyeDepth(z, _ZBufferParams) + CheckBounds(uv, z); // TODO: We should use the stencil to not affect the sky and save CheckBounds cost
return LinearEyeDepth(z, _ZBufferParams) + CheckBounds(float2(0.5, 0.5), z); // TODO: We should use the stencil to not affect the sky and save CheckBounds cost - also uv can't be out of bounds on xy... so put a constant here