Lez said right In your comments:
You are missing the #include "UnityCG.cginc", which is required for most built-in functions, including access to macros UNITY_*.
but the problem is that you are using "UnityCG.cginc"PostProcessing stack 2 with the same functions. In Unity, the built-in shader.so I decide to find it in the standard unity of shaders:
In Unity Archive shader you can find UNITY_MATRIX_MVPInStandard\CGIncludes\UnityShaderVariables.cginc
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
Using World Space
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
struct v2f {
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
float2 texcoord : TEXCOORD1;
float2 texcoordStereo : TEXCOORD2;
};
struct appdata {
float4 vertex : POSITION;
};
v2f VertDefault(appdata v) {
v2f o;
o.worldPos = mul (unity_ObjectToWorld, v.vertex);
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
float4 Frag(v2f i) : SV_Target {
float worldPos = i.worldPos;
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
return float4(i.worldPos,1);
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
ENDHLSL
}
}
}
Adding a World Position to StdLib.hlsl
worldpos StdLib.hlsl, It In PostProcessing-2\Assets\PostProcessing\Shaders, :
StdLib.hlsl,
struct VaryingsDefault
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
VaryingsDefault VertDefault(AttributesDefault v)
{
VaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
o.worldPos = mul (unity_ObjectToWorld, v.vertex);
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
, World Space Is Easy!
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
#include "../../PostProcessing/Shaders/StdLib.hlsl"
float4 Frag(VaryingsDefault i) : SV_Target {
return float4(i.worldPos,1);
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}
Update

https://www.youtube.com/watch?v=uMOOcmp6FrM
script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DepthBuffToWorldPosDemo : MonoBehaviour
{
public Material material;
private new Camera camera;
private new Transform transform;
private void Start()
{
camera = GetComponent<Camera>();
transform = GetComponent<Transform>();
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
var p = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
p[2, 3] = p[3, 2] = 0.0f;
p[3, 3] = 1.0f;
var clipToWorld = Matrix4x4.Inverse(p * camera.worldToCameraMatrix) * Matrix4x4.TRS(new Vector3(0, 0, -p[2,2]), Quaternion.identity, Vector3.one);
material.SetMatrix("clipToWorld", clipToWorld);
Graphics.Blit(source, destination, material);
}
}
Unity Postprocessing
Unity Shader:
Shader "Hidden/DepthBuffToWorldPos"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 worldDirection : TEXCOORD1;
float4 vertex : SV_POSITION;
};
float4x4 clipToWorld;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
float4 clip = float4(o.vertex.xy, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
return o;
}
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
float4 frag (v2f i) : SV_Target
{
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
depth = LinearEyeDepth(depth);
float3 worldspace = i.worldDirection * depth + _WorldSpaceCameraPos;
float4 color = float4(worldspace, 1.0);
return color;
}
ENDCG
}
}
}
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4x4 clipToWorld;
struct v2f {
float4 vertex : SV_POSITION;
float3 worldDirection : TEXCOORD0;
float3 screenPos : TEXCOORD1;
float2 texcoord : TEXCOORD2;
float2 texcoordStereo : TEXCOORD3;
};
struct appdata {
float4 vertex : POSITION;
};
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
v2f VertDefault(appdata v) {
v2f o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
float4 clip = float4(o.vertex.xy, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
// Correct flip when rendering with a flipped projection matrix.
// (I've observed this differing between the Unity scene & game views)
o.screenPos.y *= _ProjectionParams.x;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.screenPos = o.vertex.xyw;
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
float4 Frag(v2f i) : SV_Target {
float2 screenUV = (i.screenPos.xy / i.screenPos.z) * 0.5f + 0.5f;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,screenUV);
depth = LinearEyeDepth(depth);
float3 worldspace = i.worldDirection * depth + _WorldSpaceCameraPos;
float4 color = float4(worldspace, 1.0);
return color;
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
ENDHLSL
}
}
}
StdLib.hlsl
StdLibFixed.hlsl
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
#include "HLSLSupport.cginc"
#pragma fragmentoption ARB_precision_hint_nicest
float4x4 clipToWorld;
struct VaryingsDefault
{
float4 vertex : SV_POSITION;
float3 worldDirection : TEXCOORD0;
float3 screenPos : TEXCOORD1;
float2 texcoord : TEXCOORD2;
float2 texcoordStereo : TEXCOORD3;
};
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
VaryingsDefault VertDefault(AttributesDefault v)
{
VaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
float4 clip = float4(o.vertex.xy, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.screenPos.y *= _ProjectionParams.x;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.screenPos = o.vertex.xyw;
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
, World Space Is Easy!
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
float4 Frag(v2f i) : SV_Target {
float2 screenUV = (i.screenPos.xy / i.screenPos.z) * 0.5f + 0.5f;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,screenUV);
depth = LinearEyeDepth(depth);
float3 worldspace = i.worldDirection * depth + _WorldSpaceCameraPos;
float4 color = float4(worldspace, 1.0);
return color;
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
ENDHLSL
}
}
}