#ifndef XC_UNIVERSAL_SURFACE_INPUT_INCLUDED #define XC_UNIVERSAL_SURFACE_INPUT_INCLUDED #include "Packages/com.xcengine.render-pipelines.core/ShaderLibrary/TextureSampling.hlsl" #include "Packages/com.xcengine.render-pipelines.core/ShaderLibrary/ShaderVariables.hlsl" Texture2D BaseColorTexture; SamplerState LinearClampSampler; float4 SampleBaseColor(float2 uv) { return SampleTexture2D(BaseColorTexture, LinearClampSampler, uv) * gBaseColorFactor; } #endif