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XCEngine/engine/assets/builtin/shaders/unlit/unlit.ps.hlsl

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HLSL

// 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;
}