sampler2d object has no methods

Hello there. I’m trying to write my shader, in order to get a depth texture that has to be assigned to the camera, in order to get a black-and-white description of the distance of the objects within the scene from the rendering camera.

This is the code ( from https://forum.unity.com/threads/camera-depth-texture-sampling-with-2018-3-and-hdrp-4-x-mip-map-issue.594160/ ):

    Shader "Unlit/DepthShade"
    {
        Properties
        {
            _MainTex ("Decal Texture", 2D) = "white" {}
        }
     
        HLSLINCLUDE
        #include "UnityCG.cginc"
        #include "HLSLSupport.cginc"
         
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLCore.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
        #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
        ENDHLSL
         
        CGINCLUDE
        #include "UnityCG.cginc"
        #include "HLSLSupport.cginc"
        ENDCG
         
        SubShader
        {
            Tags{ "Queue"="Geometry+1" }
         
            Pass
            {
                ZWrite Off
                Blend SrcAlpha OneMinusSrcAlpha
         
                HLSLPROGRAM
                #pragma target 3.0
                #pragma vertex vert
                #pragma fragment frag
         
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float4 screenUV : TEXCOORD0;
                    float3 ray : TEXCOORD1;
                };
                   
                v2f vert (appdata_base v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos (v.vertex);
                    o.screenUV = ComputeScreenPos (o.pos);
                    o.ray = UnityObjectToViewPos(v.vertex).xyz * float3(-1,-1,1);
                    return o;
                }
         
                sampler2D _MainTex;
                sampler2D _CameraDepthTexture;
                float4 frag(v2f i) : SV_Target
                {
                    i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
                    float2 uv = i.screenUV.xy / i.screenUV.w;
                       
                    float depth = LOAD_TEXTURE2D(_CameraDepthTexture, uv);
                       
                    depth = Linear01Depth (depth);
                       
                    float4 vpos = float4(i.ray * depth,1);
                    float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
                    float3 opos = mul (unity_WorldToObject, float4(wpos,1)).xyz;
                    clip (float3(0.5,0.5,0.5) - abs(opos.xyz));
                       
                    float2 texUV = opos.xz + 0.5;
         
                    float4 col = tex2D (_MainTex, texUV);
                    return col;
                }
                ENDHLSL
            }
        }
         
        Fallback Off
    }

However, the compiler gives the following error: sampler2d object has no methods.

Any ideas?

Hi, not sure about the problem but i suppose
LOAD_TEXTURE2D wants a Texture2D not a sampler2D,
because you defined the depth texture like “sampler2D _CameraDepthTexture;
the LOAD_TEXTURE2D related error happens. Maybe defining the depth like
Texture2D (_CameraDepthTexture);
may resolve your problem. Not an hdrp guru though :slight_smile: