SurfaceData surface; float3 builtinEmissiveColor = (float3)0; float builtinOpacity = (float)0; surface = (SurfaceData)0; surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; surface.specularOcclusion = 1.0f; surface.ambientOcclusion = 1.0f; surface.subsurfaceMask = 1.0f; #if HAS_SHADERGRAPH_PARAM_ALPHA builtinOpacity = OUTSG.${SHADERGRAPH_PARAM_ALPHA}; VFXClipFragmentColor(builtinOpacity, i); #endif #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS surface.perceptualSmoothness = OUTSG.${SHADERGRAPH_PARAM_SMOOTHNESS}; #endif #if HAS_SHADERGRAPH_PARAM_METALLIC surface.metallic = OUTSG.${SHADERGRAPH_PARAM_METALLIC}; #endif #if HAS_SHADERGRAPH_PARAM_BASECOLOR surface.baseColor = OUTSG.${SHADERGRAPH_PARAM_BASECOLOR}; #endif #if HAS_SHADERGRAPH_PARAM_NORMALTS float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS}; normalWS = mul(n,tbn); #endif surface.normalWS = normalWS; #if HAS_SHADERGRAPH_PARAM_EMISSION builtinEmissiveColor = OUTSG.${SHADERGRAPH_PARAM_EMISSION}; #endif