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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 float4 OutSceneColor : SV_Target0,
- out GBufferData OutGBuffer)
- {
- 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;
- surfaceData.velocity = 0.0f;
-
- OutSceneColor = 0.0f;
- OutGBuffer = encodeGBuffer(surfaceData);
- }
- };
- };
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