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using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Geometry", "Bitangent Vector")]
class BitangentVectorNode : GeometryNode, IMayRequireBitangent
{
public const int kOutputSlotId = 0;
public const string kOutputSlotName = "Out";
public BitangentVectorNode()
{
name = "Bitangent Vector";
synonyms = new string[] { "binormal" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, new Vector4(0, 0, 1)));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.BiTangent));
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
return space.ToNeededCoordinateSpace();
}
}
}