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SurfaceData surfaceData; |
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InitializeStandardLitSurfaceData(IN.uv, surfaceData); |
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InputData inputData; |
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InitializeInputData(IN, surfaceData.normalTS, inputData); |
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//TODO: Work with JP to properly apply this AO term. |
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// For now just roll into texture ao so it takes part in proper lighting calculations |
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surfaceData.occlusion *= MSVO(IN.screenUV); |
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