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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); |
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return float4(Linear01Depth((_MainDepthTexture.Sample(sampler_MainDepthTexture, posInput.positionSS.xy).x), _ZBufferParams).xxx , 1.0); |
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// TODO: we must not access bsdfData here, it break the genericity of the code! |
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return float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity); |
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} |