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- #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);
- }
- };
- };
- };
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