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69 行
2.7 KiB

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;
}
}
}