#ifndef UNITY_GRAPHFUNCTIONS_HD_INCLUDED #define UNITY_GRAPHFUNCTIONS_HD_INCLUDED #define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_HDSampleSceneDepth(uv); float shadergraph_HDSampleSceneDepth(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); return Linear01Depth(rawDepth, _ZBufferParams); #endif return 0; } // Always include Shader Graph version // Always include last to avoid double macros #include "ShaderGraphLibrary/Functions.hlsl" #endif // UNITY_GRAPHFUNCTIONS_HD_INCLUDED