How to get screen depth buffer in scriptable renderer pass?

Does cameraDepthTargetHandle work relying on CameraDepthTexture? afaik To get cameraDepthTexture, you have to render the whole scene twice , through depth-only pass .

I think there’s no point to blit it in scriptable renderer pass, if we can directly use _CameraDepthTexture in shader .

And what about SV_Depth ? Can I use it in post processing ?