2021-09-09 20:42:29 -04:00

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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