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