Files
Fishing2/Assets/Procedural Worlds/Packages - Install/GTS/Shaders/URP/LitMetaPass.hlsl
2026-02-28 12:43:44 +08:00

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710 B
HLSL

#ifndef UNIVERSAL_LIT_META_PASS_INCLUDED
#define UNIVERSAL_LIT_META_PASS_INCLUDED
//#include "../Terrain/UniversalMetaPass.hlsl"
#include "../URP/UniversalMetaPass.hlsl"
half4 UniversalFragmentMetaLit(Varyings input) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
MetaInput metaInput;
metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
metaInput.Emission = surfaceData.emission;
return UniversalFragmentMeta(input, metaInput);
}
#endif