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- half4 frag(VertexToFrag i) : SV_Target
- {
- MaterialData materialSurf = sampleMaterialTexture(i.materialUV.xy);
- SurfaceData data = initSurface(i.normal, i.viewDir, getBaseColor(i), materialSurf);
- half3 surface = GammaToLinear(_EmissionColor) * materialSurf.emissiveMask;
- surface += applyBRDF(data, _WorldSpaceLightPos0.xyz, GammaToLinear(_LightColor0).rgb);
- surface += getEnvironmentReflection(data, GI_GET(i, data.normal));
- return LinearToGamma(half4(surface, 1.0h));
- }
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