#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED #define UNITY_GRAPHFUNCTIONS_LW_INCLUDED #define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv); #define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv); #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) TEXTURE2D_ARRAY(_CameraDepthTexture); #else TEXTURE2D(_CameraDepthTexture); #endif SAMPLER(sampler_CameraDepthTexture); #endif // REQUIRE_DEPTH_TEXTURE #if defined(REQUIRE_OPAQUE_TEXTURE) TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture); #endif // REQUIRE_OPAQUE_TEXTURE float shadergraph_LWSampleSceneDepth(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy, unity_StereoEyeIndex).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); #endif return Linear01Depth(rawDepth, _ZBufferParams); #endif // REQUIRE_DEPTH_TEXTURE return 0; } float3 shadergraph_LWSampleSceneColor(float2 uv) { #if defined(REQUIRE_OPAQUE_TEXTURE) return SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv); #endif return 0; } // Always include Shader Graph version // Always include last to avoid double macros #include "ShaderGraphLibrary/Functions.hlsl" #endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED