#include "$ENGINE$\BasePass.bslinc" #include "$ENGINE$\GBufferOutput.bslinc" shader Surface { mixin BasePass; mixin GBufferOutput; code { void fsmain( in VStoFS input, out float3 OutSceneColor : SV_Target0, out float4 OutGBufferA : SV_Target1, out float4 OutGBufferB : SV_Target2, out float2 OutGBufferC : SV_Target3, out float OutGBufferD : SV_Target4) { SurfaceData surfaceData; surfaceData.albedo = float4(0.05f, 0.05f, 0.05f, 1.0f); surfaceData.worldNormal.xyz = input.tangentToWorldZ; surfaceData.roughness = 1.0f; surfaceData.metalness = 0.0f; surfaceData.mask = gLayer; encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC, OutGBufferD); OutSceneColor = 0.0f; } }; };