using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Art/Normal Blend")] public class NormalBlendNode : Function2Input, IGeneratesFunction { public NormalBlendNode() { name = "Normal Blend"; } protected override string GetFunctionName() { return "unity_normalblend_" + precision; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return normalize("+precision+"3(arg1.rg + arg2.rg, arg1.b * arg2.b));", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }