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fragment Shader 内で Surface shader を展開する例
#include "UnityPBSLighting.cginc"
fixed4 frag(v2f i) : SV_Target
{
Input surfIN;
UNITY_INITIALIZE_OUTPUT(Input, surfIN);
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT(SurfaceOutputStandard, o);
surf(surfIN, o);
return fixed4(o.Albedo,0);
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
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