Example #1
0
 public NoiseOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Example #2
0
 internal LightPathOutputs(ShaderNode parentNode)
 {
     IsCameraRay = new FloatSocket(parentNode, "Is Camera Ray");
     AddSocket(IsCameraRay);
     IsShadowRay = new FloatSocket(parentNode, "Is Shadow Ray");
     AddSocket(IsShadowRay);
     IsDiffuseRay = new FloatSocket(parentNode, "Is Diffuse Ray");
     AddSocket(IsDiffuseRay);
     IsGlossyRay = new FloatSocket(parentNode, "Is Glossy Ray");
     AddSocket(IsGlossyRay);
     IsSingularRay = new FloatSocket(parentNode, "Is Singular Ray");
     AddSocket(IsSingularRay);
     IsReflectionRay = new FloatSocket(parentNode, "Is Reflection Ray");
     AddSocket(IsReflectionRay);
     IsTransmissionRay = new FloatSocket(parentNode, "Is Transmission Ray");
     AddSocket(IsTransmissionRay);
     IsVolumeScatterRay = new FloatSocket(parentNode, "Is VolumeScatter Ray");
     AddSocket(IsVolumeScatterRay);
     RayLength = new FloatSocket(parentNode, "Ray Length");
     AddSocket(RayLength);
     RayDepth = new FloatSocket(parentNode, "Ray Depth");
     AddSocket(RayDepth);
     TransparentDepth = new FloatSocket(parentNode, "Transparent Depth");
     AddSocket(TransparentDepth);
 }
Example #3
0
 public LayerWeightOutputs(ShaderNode parentNode)
 {
     Fresnel = new FloatSocket(parentNode, "Fresnel");
     AddSocket(Fresnel);
     Facing = new FloatSocket(parentNode, "Facing");
     AddSocket(Facing);
 }
Example #4
0
 public LayerWeightInputs(ShaderNode parentNode)
 {
     Blend = new FloatSocket(parentNode, "Blend");
     AddSocket(Blend);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Example #5
0
 public AbsorptionVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
 }
Example #6
0
 internal FresnelInputs(ShaderNode parentNode)
 {
     IOR = new FloatSocket(parentNode, "IOR");
     AddSocket(IOR);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Example #7
0
 public LightFalloffInputs(ShaderNode parentNode)
 {
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
     Smooth = new FloatSocket(parentNode, "Smooth");
     AddSocket(Smooth);
 }
Example #8
0
 /// <summary>
 /// Create VectorMathNode output sockets
 /// </summary>
 /// <param name="parentNode"></param>
 internal VectorMathOutputs(ShaderNode parentNode)
 {
     Value = new FloatSocket(parentNode, "Value");
     AddSocket(Value);
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
 }
Example #9
0
 internal BackgroundInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
 }
Example #10
0
 public HoldoutInputs(ShaderNode parentNode)
 {
     SurfaceMixWeight = new FloatSocket(parentNode, "SurfaceMixWeight");
     AddSocket(SurfaceMixWeight);
     VolumeMixWeight = new FloatSocket(parentNode, "VolumeMixWeight");
     AddSocket(VolumeMixWeight);
 }
Example #11
0
 internal GradientOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Example #12
0
 public GammaInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Gamma = new FloatSocket(parentNode, "Gamma");
     AddSocket(Gamma);
 }
Example #13
0
 public VoronoiInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
 }
Example #14
0
 internal ImageTextureOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Alpha = new FloatSocket(parentNode, "Alpha");
     AddSocket(Alpha);
 }
Example #15
0
 /// <summary>
 /// Create MathNode input sockets
 /// </summary>
 /// <param name="parentNode"></param>
 internal MathInputs(ShaderNode parentNode)
 {
     Value1 = new FloatSocket(parentNode, "Value1");
     AddSocket(Value1);
     Value2 = new FloatSocket(parentNode, "Value2");
     AddSocket(Value2);
 }
Example #16
0
 public SeparateXyzOutputs(ShaderNode parentNode)
 {
     X = new FloatSocket(parentNode, "X");
     AddSocket(X);
     Y = new FloatSocket(parentNode, "Y");
     AddSocket(Y);
     Z = new FloatSocket(parentNode, "Z");
     AddSocket(Z);
 }
Example #17
0
 public SeparateRgbOutputs(ShaderNode parentNode)
 {
     R = new FloatSocket(parentNode, "R");
     AddSocket(R);
     G = new FloatSocket(parentNode, "G");
     AddSocket(G);
     B = new FloatSocket(parentNode, "B");
     AddSocket(B);
 }
Example #18
0
 public CombineXyzInputs(ShaderNode parentNode)
 {
     X = new FloatSocket(parentNode, "X");
     AddSocket(X);
     Y = new FloatSocket(parentNode, "Y");
     AddSocket(Y);
     Z = new FloatSocket(parentNode, "Z");
     AddSocket(Z);
 }
Example #19
0
 public BrightnessContrastInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Bright = new FloatSocket(parentNode, "Bright");
     AddSocket(Bright);
     Contrast = new FloatSocket(parentNode, "Contrast");
     AddSocket(Contrast);
 }
Example #20
0
 internal MixInputs(ShaderNode parentNode)
 {
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
     Color1 = new Float4Socket(parentNode, "Color1");
     AddSocket(Color1);
     Color2 = new Float4Socket(parentNode, "Color2");
     AddSocket(Color2);
 }
Example #21
0
 public ScatterVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
     Anisotropy = new FloatSocket(parentNode, "Anisotropy");
     AddSocket(Anisotropy);
 }
Example #22
0
 internal GlossyInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Roughness = new FloatSocket(parentNode, "Roughness");
     AddSocket(Roughness);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Example #23
0
 public DiffuseBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Roughness = new FloatSocket(parentNode, "Roughness");
     AddSocket(Roughness);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Example #24
0
 public VelvetBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Sigma = new FloatSocket(parentNode, "Sigma");
     AddSocket(Sigma);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Example #25
0
 internal OutputInputs(ShaderNode parentNode)
 {
     Surface = new ClosureSocket(parentNode, "Surface");
     AddSocket(Surface);
     Volume = new ClosureSocket(parentNode, "Volume");
     AddSocket(Volume);
     Displacement = new FloatSocket(parentNode, "Displacement");
     AddSocket(Displacement);
 }
Example #26
0
        /// <summary>
        /// Set the Value float for a FloatSocket from given string.
        /// </summary>
        /// <param name="socket">socket for which the Value will be set</param>
        /// <param name="nr">float string</param>
        public void get_float(FloatSocket socket, string nr)
        {
            if (string.IsNullOrEmpty(nr))
            {
                return;
            }

            socket.Value = float.Parse(nr, NumberFormatInfo);
        }
Example #27
0
 public CombineRgbInputs(ShaderNode parentNode)
 {
     R = new FloatSocket(parentNode, "R");
     AddSocket(R);
     G = new FloatSocket(parentNode, "G");
     AddSocket(G);
     B = new FloatSocket(parentNode, "B");
     AddSocket(B);
 }
Example #28
0
 internal MixClosureInputs(ShaderNode parentNode)
 {
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
     Closure1 = new ClosureSocket(parentNode, "Closure1");
     AddSocket(Closure1);
     Closure2 = new ClosureSocket(parentNode, "Closure2");
     AddSocket(Closure2);
 }
Example #29
0
 public CombineHsvInputs(ShaderNode parentNode)
 {
     H = new FloatSocket(parentNode, "H");
     AddSocket(H);
     S = new FloatSocket(parentNode, "S");
     AddSocket(S);
     V = new FloatSocket(parentNode, "V");
     AddSocket(V);
 }
Example #30
0
 public MagicInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
     Distortion = new FloatSocket(parentNode, "Distortion");
     AddSocket(Distortion);
 }