using System; namespace UnityEditor.ShaderGraph { [Serializable] public class BitangentMaterialSlot : SpaceMaterialSlot, IMayRequireBitangent { public BitangentMaterialSlot() : base() {} public BitangentMaterialSlot(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.BiTangent)); } public NeededCoordinateSpace RequiresBitangent() { if (isConnected) return NeededCoordinateSpace.None; return space.ToNeededCoordinateSpace(); } } }