import LightEnv; import Material; import BRDF; import InputGeometry; struct FlatColorMaterial : IMaterial { float3 diffuseColor; float specularity; typedef BlinnPhong BRDF; BlinnPhong prepare(MaterialPixelParameter input) { BlinnPhong result; result.baseColor = diffuseColor; result.specular = specularity; result.normal = normalize(input.normal); result.roughness = 0.5; result.specularTint = 0; result.anisotropic = 1; result.sheen = 1; result.sheenTint = 0.5; result.clearCoat = 0; result.clearCoatGloss = 0; return result; } };