#if SHADER_API_D3D9
float2 depthUV = i.uv;
depthUV.y = lerp(depthUV.y, 1.0 - depthUV.y, _CamPos.w);
float depth = UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, depthUV));
float3 pos = CamToWorld(depthUV, depth);
#else
float depth = UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, i.uv));
float3 pos = CamToWorld(i.uv, depth);
#endif