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592 B

#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.emissiveColor, builtinData.opacity);
}