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Example.bsl 759 B

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  1. #include "$ENGINE$\BasePass.bslinc"
  2. #include "$ENGINE$\Surface.bslinc"
  3. Parameters =
  4. {
  5. Sampler2D samp : alias("tex");
  6. Texture2D tex;
  7. };
  8. Technique : base("Surface") =
  9. {
  10. Pass =
  11. {
  12. Fragment =
  13. {
  14. SamplerState samp : register(s0);
  15. Texture2D tex : register(t0);
  16. void main(
  17. in VStoFS input,
  18. out float4 OutGBufferA : SV_Target0,
  19. out float4 OutGBufferB : SV_Target1,
  20. out float2 OutGBufferC : SV_Target2)
  21. {
  22. SurfaceData surfaceData;
  23. surfaceData.albedo = float4(tex.Sample(samp, input.uv0).xyz, 1.0f);
  24. surfaceData.worldNormal.xyz = input.tangentToWorldZ;
  25. surfaceData.roughness = 1.0f;
  26. surfaceData.metalness = 0.0f;
  27. encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC);
  28. }
  29. };
  30. };
  31. };