38 lines
1.6 KiB
C#
38 lines
1.6 KiB
C#
// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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namespace AmplifyShaderEditor
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{
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[System.Serializable]
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[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" )]
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public sealed class BitangentVertexDataNode : ParentNode
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{
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protected override void CommonInit( int uniqueId )
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{
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base.CommonInit( uniqueId );
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AddOutputVectorPorts( WirePortDataType.FLOAT3, "XYZ" );
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m_drawPreviewAsSphere = true;
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m_previewShaderGUID = "76873532ab67d2947beaf07151383cbe";
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}
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public override void PropagateNodeData( NodeData nodeData, ref MasterNodeDataCollector dataCollector )
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{
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base.PropagateNodeData( nodeData, ref dataCollector );
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dataCollector.DirtyNormal = true;
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}
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public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalVar )
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{
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if ( dataCollector.PortCategory == MasterNodePortCategory.Fragment || dataCollector.PortCategory == MasterNodePortCategory.Debug )
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{
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dataCollector.ForceNormal = true;
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dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_NORMAL, CurrentPrecisionType );
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dataCollector.AddToInput( UniqueId, SurfaceInputs.INTERNALDATA, addSemiColon: false );
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}
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string vertexBitangent = GeneratorUtils.GenerateVertexBitangent( ref dataCollector, UniqueId, CurrentPrecisionType );
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return GetOutputVectorItem( 0, outputId, vertexBitangent );
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}
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}
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}
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