using System; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] public class TangentMaterialSlot : SpaceMaterialSlot, IMayRequireTangent { public TangentMaterialSlot() {} public TangentMaterialSlot(int slotId, string displayName, string shaderOutputName, CoordinateSpace space, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, shaderOutputName, space, shaderStage, hidden) {} public override string GetDefaultValue(GenerationMode generationMode) { return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.Tangent)); } public NeededCoordinateSpace RequiresTangent() { if (isConnected) return NeededCoordinateSpace.None; return space.ToNeededCoordinateSpace(); } } }