PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifndef DEBUG_DISPLAY
uint featureFlags = 0xFFFFFFFF;
float3 diffuseLighting;
float3 specularLighting;
outColor = float4(diffuseLighting + specularLighting, builtinData.opacity);
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.depthRaw;