using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { public interface IMayRequireBitangent { bool RequiresBitangent(); } [Title("Input/World Bitangent Node")] public class WorldSpaceBitangentNode : AbstractMaterialNode, IMayRequireBitangent { public const int kOutputSlotId = 0; public const string kOutputSlotName = "Bitangent"; public WorldSpaceBitangentNode() { name = "World Bitangent"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector3, new Vector4(0, 0, 1, 1))); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview3D; } } public override string GetVariableNameForSlot(int slotId) { return ShaderGeneratorNames.WorldSpaceBitangent; } public bool RequiresBitangent() { return true; } } }