How to access Depth buffer in a compute shader in URP?

What I tried:

public class ComputeUAVTexture : MonoBehaviour
{

    public ComputeShader shader;

    private int _kernel;
    public Material _mat;

    void Start ()
    {
        _kernel = shader.FindKernel ("CSMain");

        RenderTexture tex = new RenderTexture (1011, 514, 0);
        tex.enableRandomWrite = true;
        tex.Create ();
       
        _mat.SetTexture ("_MainTex", tex);       

        //shader.SetTextureFromGlobal(_kernel, "_DepthTexture", "_CameraDepthTexture");
        shader.SetTexture(_kernel, "Result", tex);
    }

    void Update()
    {       
        shader.SetTextureFromGlobal(_kernel, "_DepthTexture", "_CameraDepthTexture");
        shader.Dispatch (_kernel, Mathf.CeilToInt(1011f / 8f), Mathf.CeilToInt(514f / 8f), 1);
    }
}
#pragma kernel CSMain


Texture2D<half> _DepthTexture;
RWTexture2D<float4> Result;

[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
    Result[id.xy] = _DepthTexture[id.xy];
}

Results:

Compute shader (ComputeUAVTexture): Property (_DepthTexture) at kernel index (0) is not set
UnityEngine.StackTraceUtility:ExtractStackTrace ()
ComputeUAVTexture:Update () (at Assets/Scripts/ComputeUAVTexture/ComputeUAVTexture.cs:29)

The depth texture seems to be working, but I always get this error on startup.

Turns out I can just do uniform Texture2D<half> _CameraDepthTexture;, but still that error. Like depth is not available at start.