float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS, bentNormalTS);
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
// Use bent normal to sample GI if available
surfaceData.specularOcclusion = 1.0;
#ifdef _ENABLESPECULAROCCLUSION
#else
bentNormalWS = surfaceData.normalWS;
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION)
#endif
#elif defined(_MASKMAP)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(surfaceData.normalWS, V), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
bentNormalWS = surfaceData.normalWS;
surfaceData.specularOcclusion = 1.0;
// This is use with anisotropic material
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
// Use bent normal to sample GI if available
// If any layer use a bent normal map, then bentNormalTS contain the interpolated result of bentnormal and normalmap (in case no bent normal are available)
// Note: the code in LitDataInternal ensure that we fallback on normal map for layer that have no bentnormal
surfaceData.specularOcclusion = 1.0;
#ifdef _ENABLESPECULAROCCLUSION
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#endif
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if (defined(_BENTNORMALMAP0) || defined(_BENTNORMALMAP1) || defined(_BENTNORMALMAP2) || defined(_BENTNORMALMAP3)) && defined(_ENABLESPECULAROCCLUSION)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#elif defined(_MASKMAP0) || defined(_MASKMAP1) || defined(_MASKMAP2) || defined(_MASKMAP3)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(surfaceData.normalWS, V), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = 1.0;
#endif
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);