another noob question here. Can I sample the depth buffer at the current position manually in the HLSL code? Speaking obviously about the depth buffer created in the RenderTarget i am writing to.
Or would I need to create another RT with a Depth buffer which i then sample as a texture?
You mean using a struct in C# and mapping it to a GPU constant buffer? No. (The MonoGame API is still the same as in XNA. Maybe in a future release of MonoGame…)
I don’t know about passing a struct directly as effect parameter, but if this struct contains only float values, you could pass them as one vector4 or a matrix (I do that in my engine, to minimize the cost of setting effectparameter)