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Aug 21st, 2019
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  1. half4 frag(VertexToFrag i) : SV_Target
  2. {
  3. MaterialData materialSurf = sampleMaterialTexture(i.materialUV.xy);
  4. SurfaceData data = initSurface(i.normal, i.viewDir, getBaseColor(i), materialSurf);
  5.  
  6. half3 surface = GammaToLinear(_EmissionColor) * materialSurf.emissiveMask;
  7. surface += applyBRDF(data, _WorldSpaceLightPos0.xyz, GammaToLinear(_LightColor0).rgb);
  8. surface += getEnvironmentReflection(data, GI_GET(i, data.normal));
  9.  
  10. return LinearToGamma(half4(surface, 1.0h));
  11. }
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