Esempio n. 1
0
 public LightFalloffInputs(ShaderNode parentNode)
 {
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
     Smooth = new FloatSocket(parentNode, "Smooth");
     AddSocket(Smooth);
 }
Esempio n. 2
0
 public VoronoiInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
 }
Esempio n. 3
0
 public HoldoutInputs(ShaderNode parentNode)
 {
     SurfaceMixWeight = new FloatSocket(parentNode, "SurfaceMixWeight");
     AddSocket(SurfaceMixWeight);
     VolumeMixWeight = new FloatSocket(parentNode, "VolumeMixWeight");
     AddSocket(VolumeMixWeight);
 }
Esempio n. 4
0
 internal GradientOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Esempio n. 5
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);
 }
Esempio n. 6
0
 internal FresnelInputs(ShaderNode parentNode)
 {
     IOR = new FloatSocket(parentNode, "IOR");
     AddSocket(IOR);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
 public AbsorptionVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
 }
Esempio n. 8
0
 public WaveOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Esempio n. 9
0
 public LayerWeightInputs(ShaderNode parentNode)
 {
     Blend = new FloatSocket(parentNode, "Blend");
     AddSocket(Blend);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Esempio n. 10
0
 internal EmissionInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
 }
Esempio n. 11
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);
 }
Esempio n. 12
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);
 }
Esempio n. 13
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);
 }
 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. 15
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);
 }
Esempio n. 16
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);
 }
Esempio n. 17
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);
 }
Esempio n. 18
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);
 }
Esempio n. 19
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);
 }
Esempio n. 20
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);
 }
Esempio n. 21
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);
 }
Esempio n. 22
0
 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. 23
0
 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. 24
0
 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. 25
0
 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. 26
0
 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. 27
0
 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. 28
0
 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. 29
0
        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);
        }
Esempio n. 30
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);
 }