Shader "Graph/Point Surface"
{
	Properties
	{
		_Smoothness("Smoothness", Range(0, 1)) = 0.5
	}

	SubShader 
	{
		CGPROGRAM
		#pragma surface ConfigureSurface Standard fullforwardshadows
		#pragma target 3.0

		struct Input
		{
			float3 worldPos;
		};

		float _Smoothness;

		void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
		{
			surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
			surface.Smoothness = _Smoothness;
		}

		ENDCG
	}

	FallBack "Diffuse"
}
