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36 行
1.1 KiB
36 行
1.1 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Math/Vector/TangentToWorld")]
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public class TangentToWorldNode : CodeFunctionNode
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{
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public TangentToWorldNode()
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{
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name = "TangentToWorld";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_TangentToWorld", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_TangentToWorld(
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[Slot(0, Binding.None)] Vector3 inVector,
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[Slot(1, Binding.None)] out Vector3 result,
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[Slot(2, Binding.WorldSpaceTangent)] Vector3 tangent,
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[Slot(3, Binding.WorldSpaceBitangent)] Vector3 biTangent,
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[Slot(4, Binding.WorldSpaceNormal)] Vector3 normal)
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{
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result = Vector3.zero;
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return
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@"
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{
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{precision}3x3 tangentToWorld = transpose({precision}3x3(tangent, biTangent, normal));
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result= saturate(mul(tangentToWorld, normalize(inVector)));
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}
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";
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}
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}
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}
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