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romanilyin

func

Mar 15th, 2024
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text 1.38 KB | Gaming | 0 0
  1. void PBR_float(float3 positionWS, half3 normalWS, half3 normalTS, half3 viewDirectionWS, half3 bakedGI, half3 albedo,
  2. half metallic, half3 specular, half smoothness, half occlusion, half3 emission, half alpha, half clearCoatMask, half clearCoatSmoothness, out float3 Color)
  3. {
  4. #if defined(SHADERGRAPH_PREVIEW)
  5. Color = float3(1, 1, 1);
  6. #else
  7. InputData inputData;
  8. inputData.positionWS = positionWS;
  9. inputData.normalWS = NormalizeNormalPerPixel(normalWS);
  10. inputData.viewDirectionWS = SafeNormalize(-viewDirectionWS);
  11. inputData.shadowCoord = half4(0, 0, 0, 0);
  12. inputData.fogCoord = 0;
  13. inputData.vertexLighting = half3(0, 0, 0);
  14. inputData.normalizedScreenSpaceUV = half2(0, 0);
  15. inputData.shadowMask = half4(0, 0, 0, 0);
  16. inputData.bakedGI = bakedGI;
  17.  
  18. SurfaceData surfData;
  19. surfData.albedo = albedo;
  20. surfData.specular = specular;
  21. surfData.metallic = metallic;
  22. surfData.smoothness = smoothness;
  23. surfData.normalTS = normalTS;
  24. surfData.emission = emission;
  25. surfData.occlusion = occlusion;
  26. surfData.alpha = alpha;
  27. surfData.clearCoatMask = clearCoatMask;
  28. surfData.clearCoatSmoothness = clearCoatSmoothness;
  29.  
  30. Color = UniversalFragmentPBR(inputData, surfData);
  31. #endif
  32. }
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