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#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