Could anyone possible share an example of using the camera depth texture in a material? I see this setting in my LWRP settings but unsure how to take advantage of it.
In my case, I know what it can be used for. I just don't understand how to use it... I tried building a water shader in the share graph but couldn't get depth to work for it at all. There's some transformations that need to be done but I don't understand how.
If you’re using the older 2018 versions of Shader Graph, it’s a complicated and overly involved affair. I’ve posted an example on how to use it in the past, but I would highly recommend upgrading to Unity 2019 and using a recent SRP & Shader Graph instead. If you’re using 2019 and something like Shader Graph 5.13, then it’s much more straight forward.