/// <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); }
public NoiseOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); }
internal GradientOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); }
public TextureCoordinateOutputs(ShaderNode parentNode) { Generated = new Float4Socket(parentNode, "Generated"); AddSocket(Generated); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); UV = new Float4Socket(parentNode, "UV"); AddSocket(UV); Object = new Float4Socket(parentNode, "Object"); AddSocket(Object); Camera = new Float4Socket(parentNode, "Camera"); AddSocket(Camera); Window = new Float4Socket(parentNode, "Window"); AddSocket(Window); Reflection = new Float4Socket(parentNode, "Reflection"); AddSocket(Reflection); WcsBox = new Float4Socket(parentNode, "WcsBox"); AddSocket(WcsBox); EnvSpherical = new Float4Socket(parentNode, "EnvSpherical"); AddSocket(EnvSpherical); EnvEmap = new Float4Socket(parentNode, "EnvEmap"); AddSocket(EnvEmap); EnvBox = new Float4Socket(parentNode, "EnvBox"); AddSocket(EnvBox); EnvLightProbe = new Float4Socket(parentNode, "EnvLightProbe"); AddSocket(EnvLightProbe); EnvCubemap = new Float4Socket(parentNode, "EnvCubemap"); AddSocket(EnvCubemap); EnvCubemapVerticalCross = new Float4Socket(parentNode, "EnvCubemapVerticalCross"); AddSocket(EnvCubemapVerticalCross); EnvCubemapHorizontalCross = new Float4Socket(parentNode, "EnvCubemapHorizontalCross"); AddSocket(EnvCubemapHorizontalCross); EnvHemispherical = new Float4Socket(parentNode, "EnvHemi"); AddSocket(EnvHemispherical); }
public AbsorptionVolumeInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Density = new FloatSocket(parentNode, "Density"); AddSocket(Density); }
public VoronoiInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); }
public GammaInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Gamma = new FloatSocket(parentNode, "Gamma"); AddSocket(Gamma); }
internal FresnelInputs(ShaderNode parentNode) { IOR = new FloatSocket(parentNode, "IOR"); AddSocket(IOR); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
/// <summary> /// Create VectorMathNode input sockets /// </summary> /// <param name="parentNode"></param> internal VectorMathInputs(ShaderNode parentNode) { Vector1 = new Float4Socket(parentNode, "Vector1"); AddSocket(Vector1); Vector2 = new Float4Socket(parentNode, "Vector2"); AddSocket(Vector2); }
internal BackgroundInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Strength = new FloatSocket(parentNode, "Strength"); AddSocket(Strength); }
public LayerWeightInputs(ShaderNode parentNode) { Blend = new FloatSocket(parentNode, "Blend"); AddSocket(Blend); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
internal TranslucentBsdfInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
internal ImageTextureOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Alpha = new FloatSocket(parentNode, "Alpha"); AddSocket(Alpha); }
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); }
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); }
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); }
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); }
public LightFalloffOutputs(ShaderNode parentNode) { Quadratic = new Float4Socket(parentNode, "Quadratic"); AddSocket(Quadratic); Linear = new Float4Socket(parentNode, "Linear"); AddSocket(Linear); Constant = new Float4Socket(parentNode, "Constant"); AddSocket(Constant); }
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); }
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); }
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); }
internal RefractionBsdfInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Roughness = new FloatSocket(parentNode, "Roughness"); AddSocket(Roughness); IOR = new FloatSocket(parentNode, "IOR"); AddSocket(IOR); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
public CheckerInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); Color1 = new Float4Socket(parentNode, "Color1"); AddSocket(Color1); Color2 = new Float4Socket(parentNode, "Color2"); AddSocket(Color2); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); }
public NoiseInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); Detail = new FloatSocket(parentNode, "Detail"); AddSocket(Detail); Distortion = new FloatSocket(parentNode, "Distortion"); AddSocket(Distortion); }
internal BumpInputs(ShaderNode parentNode) { Height = new FloatSocket(parentNode, "Height"); AddSocket(Height); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); Strength = new FloatSocket(parentNode, "Strength"); AddSocket(Strength); Distance = new FloatSocket(parentNode, "Distance"); AddSocket(Distance); }
public GlassInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Roughness = new FloatSocket(parentNode, "Roughness"); AddSocket(Roughness); IOR = new FloatSocket(parentNode, "IOR"); AddSocket(IOR); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
public HueSaturationInputs(ShaderNode parentNode) { Hue = new FloatSocket(parentNode, "Hue"); AddSocket(Hue); Saturation = new FloatSocket(parentNode, "Saturation"); AddSocket(Saturation); Value = new FloatSocket(parentNode, "Value"); AddSocket(Value); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); }
public AnisotropicBsdfInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Tangent = new Float4Socket(parentNode, "Tangent"); AddSocket(Tangent); Roughness = new FloatSocket(parentNode, "Roughness"); AddSocket(Roughness); Anisotropy = new FloatSocket(parentNode, "Anisotropy"); AddSocket(Anisotropy); Rotation = new FloatSocket(parentNode, "Rotation"); AddSocket(Rotation); }
public SubsurfaceScatteringInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); Sharpness = new FloatSocket(parentNode, "Sharpness"); AddSocket(Sharpness); TextureBlur = new FloatSocket(parentNode, "Texture Blur"); AddSocket(TextureBlur); Radius = new Float4Socket(parentNode, "Radius"); AddSocket(Radius); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
public MusgraveInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); Detail = new FloatSocket(parentNode, "Detail"); AddSocket(Detail); Dimension = new FloatSocket(parentNode, "Dimension"); AddSocket(Dimension); Lacunarity = new FloatSocket(parentNode, "Lacunarity"); AddSocket(Lacunarity); Offset = new FloatSocket(parentNode, "Offset"); AddSocket(Offset); Gain = new FloatSocket(parentNode, "Gain"); AddSocket(Gain); }