using System; using UnityEngine; namespace Leap.Unity { [ExecuteInEditMode] public class EnableDepthBuffer : MonoBehaviour { private void Awake() { base.GetComponent().depthTextureMode = this._depthTextureMode; if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth) && this._depthTextureMode != DepthTextureMode.None) { Shader.EnableKeyword("USE_DEPTH_TEXTURE"); } else { Shader.DisableKeyword("USE_DEPTH_TEXTURE"); } } public const string DEPTH_TEXTURE_VARIANT_NAME = "USE_DEPTH_TEXTURE"; [SerializeField] private DepthTextureMode _depthTextureMode = DepthTextureMode.Depth; } }