#include "$ENGINE$\BasePass.bslinc" #include "$ENGINE$\GBufferOutput.bslinc" shader Surface { mixin BasePass; mixin GBufferOutput; code { void fsmain( in VStoFS input, out float4 OutSceneColor : SV_Target0, out GBufferData OutGBuffer) { 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; surfaceData.velocity = 0.0f; OutSceneColor = 0.0f; OutGBuffer = encodeGBuffer(surfaceData); } }; };