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#ifndef _OCCLUSION_TEST_COMMON_H
#define _OCCLUSION_TEST_COMMON_H
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
float FarthestDepth(float depthA, float depthB)
{
#if UNITY_REVERSED_Z
return min(depthA, depthB);
#else
return max(depthA, depthB);
#endif
}
float FarthestDepth(float4 depths)
{
#if UNITY_REVERSED_Z
return Min3(depths.x, depths.y, min(depths.z, depths.w));
#else
return Max3(depths.x, depths.y, max(depths.z, depths.w));
#endif
}
bool IsVisibleAfterOcclusion(float occluderDepth, float queryClosestDepth)
{
#if UNITY_REVERSED_Z
return queryClosestDepth > occluderDepth;
#else
return queryClosestDepth < occluderDepth;
#endif
}
#endif