// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ /////////////////////////////////////////////////////////////////////////////// /// @file Unlit.cginc /// @brief Unlit lighting model. Forward+Deferred. /////////////////////////////////////////////////////////////////////////////// #ifndef ALLOY_SHADERS_LIGHTING_UNLIT_CGINC #define ALLOY_SHADERS_LIGHTING_UNLIT_CGINC #define A_UNLIT_MODE #include "Assets/Alloy/Shaders/Framework/Lighting.cginc" void aPreLighting( inout ASurface s) { // Preserve normals and emission. Kill everything else. s.albedo = A_BLACK; s.specularOcclusion = 0.0h; s.f0 = A_BLACK; s.roughness = 1.0h; s.materialType = A_MATERIAL_TYPE_OPAQUE; s.subsurface = 0.0h; } half3 aDirectLighting( ADirect d, ASurface s) { return A_BLACK; } half3 aIndirectLighting( AIndirect i, ASurface s) { return A_BLACK; } #endif // ALLOY_SHADERS_LIGHTING_UNLIT_CGINC