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