#include "$ENGINE$\BasePass.bslinc" #include "$ENGINE$\Surface.bslinc" Parameters = { Sampler2D samp : alias("tex"); Texture2D tex; }; Technique : base("Surface") = { Pass = { Fragment = { SamplerState samp : register(s0); Texture2D tex : register(t0); void main( in VStoFS input, out float4 OutGBufferA : SV_Target0, out float4 OutGBufferB : SV_Target1, out float2 OutGBufferC : SV_Target2) { SurfaceData surfaceData; surfaceData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f); surfaceData.worldNormal.xyz = input.tangentToWorldZ; surfaceData.roughness = 1.0f; surfaceData.metalness = 0.0f; encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC); } }; }; };