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- void LightweightPBR_float
- (float3 Albedo,
- float Metallic,
- float3 Specular,
- float Smoothness,
- float Occlusion,
- float3 Emission,
- float Alpha,
- float3 PositionWS,
- float3 NormalWS,
- float3 ViewDirectionWS,
- float FogCoord,
- float3 VertexLighting,
- float3 BakedGI,
- out float4 fragOut) {
- fragOut = float4 (1,1,1,1);
- #ifdef LIGHTWEIGHT_INPUT_INCLUDED
- InputData inputData;
- inputData.positionWS = PositionWS;
- inputData.normalWS = NormalWS;
- inputData.viewDirectionWS = ViewDirectionWS;
- inputData.shadowCoord = GetShadowCoord(GetVertexPositionInputs(PositionWS));
- inputData.fogCoord = FogCoord;
- inputData.vertexLighting = VertexLighting;
- inputData.bakedGI = BakedGI;
- fragOut = LightweightFragmentPBR(inputData, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha);
- # endif
- }
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