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

51 lines
1.7 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//
// Custom Node Vertex Tangent World
// Donated by Community Member Kebrus
using UnityEngine;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "World Tangent", "Surface Data", "Per pixel world tangent vector", null, KeyCode.None, true, false, null, null, "kebrus" )]
public sealed class VertexTangentNode : ParentNode
{
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddOutputVectorPorts( WirePortDataType.FLOAT3, "XYZ" );
m_drawPreviewAsSphere = true;
m_previewShaderGUID = "61f0b80493c9b404d8c7bf56d59c3f81";
}
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.IsTemplate )
{
return GetOutputVectorItem( 0, outputId, dataCollector.TemplateDataCollectorInstance.GetWorldTangent( CurrentPrecisionType ) );
}
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 worldTangent = GeneratorUtils.GenerateWorldTangent( ref dataCollector, UniqueId );
return GetOutputVectorItem( 0, outputId, worldTangent );
}
}
}