Default.bsl 613 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 float4 OutSceneColor : SV_Target0,
  12. out GBufferData OutGBuffer)
  13. {
  14. SurfaceData surfaceData;
  15. surfaceData.albedo = float4(0.05f, 0.05f, 0.05f, 1.0f);
  16. surfaceData.worldNormal.xyz = input.tangentToWorldZ;
  17. surfaceData.roughness = 1.0f;
  18. surfaceData.metalness = 0.0f;
  19. surfaceData.mask = gLayer;
  20. surfaceData.velocity = 0.0f;
  21. OutSceneColor = 0.0f;
  22. OutGBuffer = encodeGBuffer(surfaceData);
  23. }
  24. };
  25. };