Created
July 14, 2019 19:32
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All output structures of surface shader.
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| struct SurfaceOutput | |
| { | |
| fixed3 Albedo; // diffuse color | |
| fixed3 Normal; // tangent space normal, if written | |
| fixed3 Emission; | |
| half Specular; // specular power in 0..1 range | |
| fixed Gloss; // specular intensity | |
| fixed Alpha; // alpha for transparencies | |
| }; | |
| struct SurfaceOutputStandard | |
| { | |
| fixed3 Albedo; // base (diffuse or specular) color | |
| fixed3 Normal; // tangent space normal, if written | |
| half3 Emission; | |
| half Metallic; // 0=non-metal, 1=metal | |
| half Smoothness; // 0=rough, 1=smooth | |
| half Occlusion; // occlusion (default 1) | |
| fixed Alpha; // alpha for transparencies | |
| }; | |
| struct SurfaceOutputStandardSpecular | |
| { | |
| fixed3 Albedo; // diffuse color | |
| fixed3 Specular; // specular color | |
| fixed3 Normal; // tangent space normal, if written | |
| half3 Emission; | |
| half Smoothness; // 0=rough, 1=smooth | |
| half Occlusion; // occlusion (default 1) | |
| fixed Alpha; // alpha for transparencies | |
| }; |
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