This is an example Scene for raycasting using the DepthAPI. The code is based on a comment by TudoJude. However the code was not working for me so i changed the compute shader to only compute the depth and use that to calculate the raycast position. This also makes it compatible with the BiRP.
Example is in Assests/Scenes/SampleScene
Main logic in Assets/Raycast/AutoRayCast.cs
Controlls on Righthand:
- Trigger = Raycast,
- A = change number of raycasts
- B = change size of scan area (if not single)
Left hand:
- X = delete all cubes
- Y = toggle occlusion material