I export the depth from Unity (GetComponent().depthTextureMode = DepthTextureMode.Depth), in the range [0,1], to exploit it in C language.
After rendering, I need to find the World Space Position of a 2D image point located at (u,v) in my texture. (It seams to be equivalent to the function ComputeWorldSpacePosition of the SRP). My understanding is that, I have to :
1/ express u, v and the depth from Unity in the range [-1,+1].
2/ transform this point by the Inverse projection matrix.
3/ transform the point by the camera to projection matrix.
Is it that simple ?
Thanks for your help.