using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Math/Vector/TangentToWorld")] public class TangentToWorldNode : Function1Input, IGeneratesFunction, IMayRequireNormal, IMayRequireTangent, IMayRequireBitangent { public TangentToWorldNode() { name = "TangentToWorld"; } protected override string GetFunctionName() { return "unity_tangenttoworld_" + precision; } protected override MaterialSlot GetInputSlot() { return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero); } protected override string GetFunctionPrototype(string argName) { return "inline " + precision + outputDimension + " " + GetFunctionName() + " (" + precision + inputDimension + " " + argName + ", float3 tangent, float3 bitangent, float3 normal )"; } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("arg1"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); //outputString.AddShaderChunk("float3x3 tangentToWorld = transpose(float3x3(" + ShaderGeneratorNames.WorldSpaceTangent + ", " + ShaderGeneratorNames.WorldSpaceBitangent + ", " + ShaderGeneratorNames.WorldSpaceNormal + "));", false); outputString.AddShaderChunk("float3x3 tangentToWorld = transpose(float3x3(tangent, bitangent, normal));", false); outputString.AddShaderChunk("return saturate(mul(tangentToWorld, normalize(arg1)));", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } protected override string GetFunctionCallBody(string inputValue) { return GetFunctionName() + " (" + inputValue + ", "+ShaderGeneratorNames.WorldSpaceTangent + ", " + ShaderGeneratorNames.WorldSpaceBitangent + ", " + ShaderGeneratorNames.WorldSpaceNormal +")"; } public bool RequiresNormal() { return true; } public bool RequiresTangent() { return true; } public bool RequiresBitangent() { return true; } } }