FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/BitangentVertexDataNode.cs

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C#
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2023-10-09 00:51:40 +08:00
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
namespace AmplifyShaderEditor
{
[System.Serializable]
[NodeAttributes( "Vertex Bitangent", "Vertex Data", "Calculated bitangent vector in object space, can be used in both local vertex offset and fragment outputs. Already has tangent sign and object transform into account" )]
public sealed class BitangentVertexDataNode : ParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddOutputVectorPorts( WirePortDataType.FLOAT3, "XYZ" );
m_drawPreviewAsSphere = true;
m_previewShaderGUID = "76873532ab67d2947beaf07151383cbe";
}
public override void PropagateNodeData( NodeData nodeData, ref MasterNodeDataCollector dataCollector )
{
base.PropagateNodeData( nodeData, ref dataCollector );
dataCollector.DirtyNormal = true;
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalVar )
{
if ( dataCollector.PortCategory == MasterNodePortCategory.Fragment || dataCollector.PortCategory == MasterNodePortCategory.Debug )
{
dataCollector.ForceNormal = true;
dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_NORMAL, CurrentPrecisionType );
dataCollector.AddToInput( UniqueId, SurfaceInputs.INTERNALDATA, addSemiColon: false );
}
string vertexBitangent = GeneratorUtils.GenerateVertexBitangent( ref dataCollector, UniqueId, CurrentPrecisionType );
return GetOutputVectorItem( 0, outputId, vertexBitangent );
}
}
}