using System.Collections.Generic; namespace UnityEditor.ShaderGraph { public struct ShaderGraphRequirements { public NeededCoordinateSpace requiresNormal; public NeededCoordinateSpace requiresBitangent; public NeededCoordinateSpace requiresTangent; public NeededCoordinateSpace requiresViewDir; public NeededCoordinateSpace requiresPosition; public bool requiresScreenPosition; public bool requiresVertexColor; public List requiresMeshUVs; public static ShaderGraphRequirements none { get { return new ShaderGraphRequirements { requiresMeshUVs = new List() }; } } public bool NeedsTangentSpace() { var compoundSpaces = requiresBitangent | requiresNormal | requiresPosition | requiresTangent | requiresViewDir | requiresPosition | requiresNormal; return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0; } public ShaderGraphRequirements Union(ShaderGraphRequirements other) { var newReqs = new ShaderGraphRequirements(); newReqs.requiresNormal = other.requiresNormal | requiresNormal; newReqs.requiresTangent = other.requiresTangent | requiresTangent; newReqs.requiresBitangent = other.requiresBitangent | requiresBitangent; newReqs.requiresViewDir = other.requiresViewDir | requiresViewDir; newReqs.requiresPosition = other.requiresPosition | requiresPosition; newReqs.requiresScreenPosition = other.requiresScreenPosition | requiresScreenPosition; newReqs.requiresVertexColor = other.requiresVertexColor | requiresVertexColor; newReqs.requiresMeshUVs = new List(); if(requiresMeshUVs != null) newReqs.requiresMeshUVs.AddRange(requiresMeshUVs); if(other.requiresMeshUVs != null) newReqs.requiresMeshUVs.AddRange(other.requiresMeshUVs); return newReqs; } } }