EmptyShaderText.txt 751 B

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  1. #include "$ENGINE$\BasePass.bslinc"
  2. #include "$ENGINE$\GBufferOutput.bslinc"
  3. shader Surface
  4. {
  5. mixin BasePass;
  6. mixin GBufferOutput;
  7. code
  8. {
  9. void fsmain(
  10. in VStoFS input,
  11. out float3 OutSceneColor : SV_Target0,
  12. out float4 OutGBufferA : SV_Target1,
  13. out float4 OutGBufferB : SV_Target2,
  14. out float2 OutGBufferC : SV_Target3,
  15. out float OutGBufferD : SV_Target4)
  16. {
  17. SurfaceData surfaceData;
  18. surfaceData.albedo = float4(0.05f, 0.05f, 0.05f, 1.0f);
  19. surfaceData.worldNormal.xyz = input.tangentToWorldZ;
  20. surfaceData.roughness = 1.0f;
  21. surfaceData.metalness = 0.0f;
  22. surfaceData.mask = gLayer;
  23. encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC, OutGBufferD);
  24. OutSceneColor = 0.0f;
  25. }
  26. };
  27. };