using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Title("Input", "Geometry", "Bitangent Vector")] public class BitangentVectorNode : GeometryNode, IMayRequireBitangent { public const int kOutputSlotId = 0; public const string kOutputSlotName = "Out"; public BitangentVectorNode() { name = "Bitangent Vector"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, new Vector4(0, 0, 1))); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override string GetVariableNameForSlot(int slotId) { return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.BiTangent)); } public NeededCoordinateSpace RequiresBitangent() { return space.ToNeededCoordinateSpace(); } } }