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- #include "$ENGINE$\BasePass.bslinc"
- #include "$ENGINE$\GBufferOutput.bslinc"
- shader Surface
- {
- mixin BasePass;
- mixin GBufferOutput;
- code
- {
- void fsmain(
- in VStoFS input,
- out float3 OutSceneColor : SV_Target0,
- out float4 OutGBufferA : SV_Target1,
- out float4 OutGBufferB : SV_Target2,
- out float2 OutGBufferC : SV_Target3,
- out float OutGBufferD : SV_Target4)
- {
- 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;
-
- encodeGBuffer(surfaceData, OutGBufferA, OutGBufferB, OutGBufferC, OutGBufferD);
-
- OutSceneColor = 0.0f;
- }
- };
- };
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