Example.bsl 633 B

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  1. #include "$ENGINE$\BasePass.bslinc"
  2. #include "$ENGINE$\Surface.bslinc"
  3. mixin Surface
  4. {
  5. code
  6. {
  7. SamplerState samp : register(s0);
  8. Texture2D tex : register(t0);
  9. void fsmain(
  10. in VStoFS input,
  11. out float4 OutGBufferA : SV_Target0,
  12. out float4 OutGBufferB : SV_Target1,
  13. out float2 OutGBufferC : SV_Target2)
  14. {
  15. SurfaceData surfaceData;
  16. surfaceData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f);
  17. surfaceData.worldNormal.xyz = input.tangentToWorldZ;
  18. surfaceData.roughness = 1.0f;
  19. surfaceData.metalness = 0.0f;
  20. encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC);
  21. }
  22. };
  23. };