// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Vertex Normal", "Vertex Data", "Vertex normal vector in object space, can be used in both local vertex offset and fragment outputs" )] public sealed class NormalVertexDataNode : VertexDataNode { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); m_currentVertexData = "normal"; ChangeOutputProperties( 0, "XYZ", WirePortDataType.FLOAT3 ); m_outputPorts[ 4 ].Visible = false; m_drawPreviewAsSphere = true; m_previewShaderGUID = "6b24b06c33f9fe84c8a2393f13ab5406"; } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalVar ) { string vertexNormal = string.Empty; if( dataCollector.MasterNodeCategory == AvailableShaderTypes.Template ) { vertexNormal = dataCollector.TemplateDataCollectorInstance.GetVertexNormal( CurrentPrecisionType ); return GetOutputVectorItem( 0, outputId, vertexNormal ); } if( dataCollector.PortCategory == MasterNodePortCategory.Fragment || dataCollector.PortCategory == MasterNodePortCategory.Debug ) { dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_NORMAL, UIUtils.CurrentWindow.CurrentGraph.CurrentPrecision ); if( dataCollector.DirtyNormal ) { dataCollector.AddToInput( UniqueId, SurfaceInputs.INTERNALDATA, addSemiColon: false ); dataCollector.ForceNormal = true; } } vertexNormal = GeneratorUtils.GenerateVertexNormal( ref dataCollector, UniqueId, CurrentPrecisionType ); return GetOutputVectorItem( 0, outputId, vertexNormal ); } } }