#if SHADERPASS != SHADERPASS_GBUFFER #error SHADERPASS_is_not_correctly_define #endif void Frag( PackedVaryings packedInput, OUTPUT_GBUFFER(outGBuffer) OUTPUT_GBUFFER_VELOCITY(outVelocityBuffer) #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { 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); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); ENCODE_INTO_GBUFFER(surfaceData, bakeDiffuseLighting, outGBuffer); ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outVelocityBuffer); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.depthRaw; #endif }