36 lines
1008 B
Plaintext
36 lines
1008 B
Plaintext
SurfaceData surface;
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float3 builtinEmissiveColor = (float3)0;
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float builtinOpacity = (float)0;
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surface = (SurfaceData)0;
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surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
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surface.specularOcclusion = 1.0f;
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surface.ambientOcclusion = 1.0f;
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surface.subsurfaceMask = 1.0f;
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#if HAS_SHADERGRAPH_PARAM_ALPHA
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builtinOpacity = OUTSG.${SHADERGRAPH_PARAM_ALPHA};
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VFXClipFragmentColor(builtinOpacity, i);
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#endif
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#if HAS_SHADERGRAPH_PARAM_SMOOTHNESS
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surface.perceptualSmoothness = OUTSG.${SHADERGRAPH_PARAM_SMOOTHNESS};
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#endif
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#if HAS_SHADERGRAPH_PARAM_METALLIC
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surface.metallic = OUTSG.${SHADERGRAPH_PARAM_METALLIC};
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#endif
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#if HAS_SHADERGRAPH_PARAM_BASECOLOR
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surface.baseColor = OUTSG.${SHADERGRAPH_PARAM_BASECOLOR};
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#endif
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#if HAS_SHADERGRAPH_PARAM_NORMALTS
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float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS};
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normalWS = mul(n,tbn);
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#endif
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surface.normalWS = normalWS;
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#if HAS_SHADERGRAPH_PARAM_EMISSION
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builtinEmissiveColor = OUTSG.${SHADERGRAPH_PARAM_EMISSION};
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#endif
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