SurfaceData surface; surface = (SurfaceData)0; surface.occlusion = 1.0f; #if HAS_SHADERGRAPH_PARAM_ALPHA surface.alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA}; VFXClipFragmentColor(surface.alpha, i); #endif #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS surface.smoothness = OUTSG.${SHADERGRAPH_PARAM_SMOOTHNESS}; #endif #if HAS_SHADERGRAPH_PARAM_METALLIC surface.metallic = OUTSG.${SHADERGRAPH_PARAM_METALLIC}; #endif #if HAS_SHADERGRAPH_PARAM_BASECOLOR surface.albedo = OUTSG.${SHADERGRAPH_PARAM_BASECOLOR}; #endif surface.normalTS = float3(0, 0, 1); #if HAS_SHADERGRAPH_PARAM_NORMALTS float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS}; normalWS = mul(n,tbn); #endif #if HAS_SHADERGRAPH_PARAM_EMISSION surface.emission = OUTSG.${SHADERGRAPH_PARAM_EMISSION}; #endif