// XC_BUILTIN_UNLIT_D3D12_PS Texture2D gBaseColorTexture : register(t0); SamplerState gLinearSampler : register(s0); cbuffer PerObjectConstants : register(b0) { float4x4 gProjectionMatrix; float4x4 gViewMatrix; float4x4 gModelMatrix; float4x4 gNormalMatrix; }; cbuffer MaterialConstants : register(b1) { float4 gBaseColorFactor; }; struct PSInput { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; }; float4 MainPS(PSInput input) : SV_TARGET { return gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor; }