#if SHADERPASS != SHADERPASS_FORWARD_UNLIT #error SHADERPASS_is_not_correctly_define #endif float4 Frag(PackedVaryings packedInput) : SV_Target { FragInput input = UnpackVaryings(packedInput); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, surfaceData, builtinData); // Not lit here (but emissive is allowed) BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); // TODO: we must not access bsdfData here, it break the genericity of the code! return float4(bsdfData.color, builtinData.opacity); }