#ifndef __SHADERBASE_H__ #define __SHADERBASE_H__ #ifdef SHADER_API_PSSL #ifndef Texture2DMS #define Texture2DMS MS_Texture2D #endif #ifndef SampleCmpLevelZero #define SampleCmpLevelZero SampleCmpLOD0 #endif #ifndef firstbithigh #define firstbithigh FirstSetBit_Hi #endif #endif float FetchDepth(Texture2D depthTexture, uint2 pixCoord) { float zdpth = LOAD_TEXTURE2D(depthTexture, pixCoord.xy).x; #if UNITY_REVERSED_Z zdpth = 1.0 - zdpth; #endif return zdpth; } float FetchDepthMSAA(Texture2DMS depthTexture, uint2 pixCoord, uint sampleIdx) { float zdpth = LOAD_TEXTURE2D_MSAA(depthTexture, pixCoord.xy, sampleIdx).x; #if UNITY_REVERSED_Z zdpth = 1.0 - zdpth; #endif return zdpth; } #endif