#if SHADERPASS != SHADERPASS_FORWARD_UNLIT #error SHADERPASS_is_not_correctly_define #endif float4 Frag(PackedVaryings packedInput) : SV_Target { FragInputs input = UnpackVaryings(packedInput); // input.unPositionSS is SV_Position PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, 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.emissiveColor, builtinData.opacity); }