public override Node Create(Vector2 pos) { WorldParalaxUV node = ScriptableObject.CreateInstance <WorldParalaxUV>(); node.name = "World Paralax UV"; node.rect = new Rect(pos.x, pos.y, 150, 150); node.CreateOutput("UV", "SuperFloat2"); return(node); }
public static void InitValueCount() { NormalMapTag = false; LerpUV.Init(); AutomaticLerp.Init(); WorldPositionPlusUV.Init(); WorldParalaxUV.Init(); HolographicParalax.Init(); HumanBreathUV.Init(); HumanBreathExUV.Init(); FlipUV_H.Init(); GenerateSOFTexture.Init(); FlipUV_V.Init(); RotationUV.Init(); GrayScale.Init(); Blur.Init(); AnimatedPingPongOffsetUV.Init(); DisplacementPlusUV.Init(); AnimatedOffsetUV.Init(); RGBA_Div.Init(); RGBA_Add.Init(); RGBA_Mul.Init(); RGBA_Sub.Init(); Generate_LightningFX.Init(); MainTexture.Init(); NewTexture.Init(); SourceNewTexture.Init(); OperationBlend.Init(); OperationAdd.Init(); OperationDiv.Init(); OperationLerp.Init(); OperationMul.Init(); OperationSub.Init(); MaskSprite.Init(); MaskRGBA.Init(); MaskChannel.Init(); SourceRGBA.Init(); GrabPassTag = false; DistortionUV.Init(); OffsetUV.Init(); GrabPass.Init(); RGBA2Split.Init(); Split2RGBA.Init(); Desintegration.Init(); Destroyer.Init(); BurnFX.Init(); PlasmaFX.Init(); RGBA2UV.Init(); UV2RGBA.Init(); PreviewTexture.Init(); OutlineFX.Init(); UniColor.Init(); BlurHQ.Init(); CompressionFX.Init(); OutlineEmpty.Init(); Hologram.Init(); ClippingLeft.Init(); ClippingRight.Init(); ClippingUp.Init(); ClippingDown.Init(); ColorRGBA.Init(); TintRGBA.Init(); InverseColor.Init(); Threshold.Init(); Brightness.Init(); Darkness.Init(); TwistUV.Init(); AnimatedTwistUV.Init(); ZoomUV.Init(); PixelXYUV.Init(); ColorHSV.Init(); GhostFX.Init(); CircleFade.Init(); FourGradients.Init(); ThresholdSmooth.Init(); TiltUpUV.Init(); TiltDownUV.Init(); TiltLeftUV.Init(); TiltRightUV.Init(); Generate_Circle.Init(); Generate_Shape.Init(); Generate_Pyramid.Init(); Generate_Checker.Init(); Generate_Fire.Init(); PremadeGradients.Init(); ColorGradients.Init(); AnimatedMouvementUV.Init(); DisplacementUV.Init(); OperationBlend.Init(); PatternMovement.Init(); OperationBlendMask.Init(); PatternMovementMask.Init(); KaleidoscopeUV.Init(); TurnAlphaToBlack.Init(); RenderedTexture.Init(); TurnBlackToAlpha.Init(); ResizeUV.Init(); SpriteSheetFrameUV.Init(); SpriteSheetAnimationUV.Init(); Generate_Xray.Init(); Generate_Donuts.Init(); Generate_Line.Init(); Generate_Noise.Init(); PixelUV.Init(); FishEyeUV.Init(); PinchUV.Init(); TurnMetal.Init(); TurnGold.Init(); TurnTransparent.Init(); HdrControlValue.Init(); HdrCreate.Init(); PositionUV.Init(); FadeToAlpha.Init(); GenerateTexture.Init(); SuperGrayScale.Init(); ColorFilters.Init(); DisplacementPack.Init(); PatternMovementPack.Init(); AnimatedZoomUV.Init(); InnerGlow.Init(); Generate_Spiral.Init(); SimpleDisplacementUV.Init(); SpriteSheetUVAnimPack.Init(); MorphingPack.Init(); MorphingPerfectPack.Init(); AnimatedRotationUV.Init(); AlphaAsAura.Init(); FixUV.Init(); AlphaIntensity.Init(); Generate_Starfield.Init(); MultipleUV.Init(); TurnGB.Init(); TurnC64.Init(); TurnEGA.Init(); TurnCGA.Init(); AnimatedInfiniteZoomUV.Init(); TurnCGA2.Init(); Make3DFX.Init(); BlurHQPlus.Init(); Emboss.Init(); EmbossFull.Init(); Sharpness.Init(); MotionBlurFast.Init(); ShadowLight.Init(); ShinyFX.Init(); ShinyOnlyFX.Init(); PlasmaLightFX.Init(); DivUV.Init(); SubUV.Init(); AddUV.Init(); CircleHole.Init(); MaskAlpha.Init(); DoodleUV.Init(); LiquidUV.Init(); }