public AbsorptionVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
 }
Esempio n. 2
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 internal GradientOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Esempio n. 3
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 internal FresnelInputs(ShaderNode parentNode)
 {
     IOR = new FloatSocket(parentNode, "IOR");
     AddSocket(IOR);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Esempio n. 4
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 public VoronoiInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
 }
Esempio n. 5
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 public WaveOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Esempio n. 6
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 public LayerWeightInputs(ShaderNode parentNode)
 {
     Blend = new FloatSocket(parentNode, "Blend");
     AddSocket(Blend);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Esempio n. 7
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 internal EmissionInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
 }
Esempio n. 8
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 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);
 }
Esempio n. 9
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 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);
 }
Esempio n. 10
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 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 BrightnessContrastInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Bright = new FloatSocket(parentNode, "Bright");
     AddSocket(Bright);
     Contrast = new FloatSocket(parentNode, "Contrast");
     AddSocket(Contrast);
 }
Esempio n. 12
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 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);
 }
Esempio n. 13
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 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);
 }
Esempio n. 14
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 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);
 }
Esempio n. 15
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 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);
 }
Esempio n. 16
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 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);
 }
Esempio n. 17
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 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);
 }
Esempio n. 18
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 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);
 }
Esempio n. 19
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 public AnisotropicBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Tangent = new Float4Socket(parentNode, "Tangent");
     AddSocket(Tangent);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
     Roughness = new FloatSocket(parentNode, "Roughness");
     AddSocket(Roughness);
     Anisotropy = new FloatSocket(parentNode, "Anisotropy");
     AddSocket(Anisotropy);
     Rotation = new FloatSocket(parentNode, "Rotation");
     AddSocket(Rotation);
 }
Esempio n. 20
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 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);
 }
Esempio n. 21
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        internal BrickInputs(ShaderNode parentNode)
        {
            Color1 = new Float4Socket(parentNode, "Color1");
            AddSocket(Color1);
            Color2 = new Float4Socket(parentNode, "Color2");
            AddSocket(Color2);
            Mortar = new Float4Socket(parentNode, "Mortar");
            AddSocket(Mortar);
            Vector= new Float4Socket(parentNode, "Vector");
            AddSocket(Vector);

            Scale = new FloatSocket(parentNode, "Scale");
            AddSocket(Scale);
            MortarSize = new FloatSocket(parentNode, "Mortar Size");
            AddSocket(MortarSize);
            Bias = new FloatSocket(parentNode, "Bias");
            AddSocket(Bias);
            BrickWidth = new FloatSocket(parentNode, "Brick Width");
            AddSocket(BrickWidth);
            RowHeight = new FloatSocket(parentNode, "Row Height");
            AddSocket(RowHeight);
        }
 internal EnvironmentTextureOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Alpha = new FloatSocket(parentNode, "Alpha");
     AddSocket(Alpha);
 }
Esempio n. 23
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 public SeparateXyzInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
 }
Esempio n. 24
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 internal GeometryInfoOutputs(ShaderNode parentNode)
 {
     //IsCameraRay = new FloatSocket(parentNode, "Is Camera Ray");
     //AddSocket(IsCameraRay);
     Position = new Float4Socket(parentNode, "Position");
     AddSocket(Position);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
     Tangent = new Float4Socket(parentNode, "Tangent");
     AddSocket(Tangent);
     TrueNormal = new Float4Socket(parentNode, "True Normal");
     AddSocket(TrueNormal);
     Incoming = new Float4Socket(parentNode, "Incoming");
     AddSocket(Incoming);
     Parametric = new Float4Socket(parentNode, "Parametric");
     AddSocket(Parametric);
     Backfacing = new FloatSocket(parentNode, "Backfacing");
     AddSocket(Backfacing);
     Pointiness = new FloatSocket(parentNode, "Pointiness");
     AddSocket(Pointiness);
 }
Esempio n. 25
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 public SkyOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
 }
Esempio n. 26
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 public SeparateHsvInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
 }
Esempio n. 27
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 internal TransparentBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
 }
Esempio n. 28
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 public CombineHsvOutputs(ShaderNode parentNode)
 {
     Image = new Float4Socket(parentNode, "Image");
     AddSocket(Image);
 }
Esempio n. 29
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 internal GradientInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
 }
 internal EnvironmentTextureInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
 }