internal AddClosureInputs(ShaderNode parentNode) { Closure1 = new ClosureSocket(parentNode, "Closure1"); AddSocket(Closure1); Closure2 = new ClosureSocket(parentNode, "Closure2"); AddSocket(Closure2); }
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); }
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); }
public ScatterVolumeOutputs(ShaderNode parentNode) { Volume = new ClosureSocket(parentNode, "Volume"); AddSocket(Volume); }
internal TransparentBsdfOutputs(ShaderNode parentNode) { BSDF = new ClosureSocket(parentNode, "BSDF"); AddSocket(BSDF); }
public AbsorptionVolumeOutputs(ShaderNode parentNode) { Volume = new ClosureSocket(parentNode, "Volume"); AddSocket(Volume); }
internal BackgroundOutputs(ShaderNode parentNode) { Background = new ClosureSocket(parentNode, "Background"); AddSocket(Background); }
internal GlossyOutputs(ShaderNode parentNode) { BSDF = new ClosureSocket(parentNode, "BSDF"); AddSocket(BSDF); }
public HueSaturationOutputs(ShaderNode parentNode) { Color = new ClosureSocket(parentNode, "Color"); AddSocket(Color); }
internal RefractionBsdfOutputs(ShaderNode parentNode) { BSDF = new ClosureSocket(parentNode, "BSDF"); AddSocket(BSDF); }
public BrightnessContrastOutputs(ShaderNode parentNode) { Color = new ClosureSocket(parentNode, "Color"); AddSocket(Color); }
public GlassOutputs(ShaderNode parentNode) { BSDF = new ClosureSocket(parentNode, "BSDF"); AddSocket(BSDF); }
public AnisotropicBsdfOutputs(ShaderNode parentNode) { BSDF = new ClosureSocket(parentNode, "BSDF"); AddSocket(BSDF); }
internal MixClosureOutputs(ShaderNode parentNode) { Closure = new ClosureSocket(parentNode, "Closure"); AddSocket(Closure); }
public DiffuseBsdfOutputs(ShaderNode parentNode) { BSDF = new ClosureSocket(parentNode, "BSDF"); AddSocket(BSDF); }
internal EmissionOutputs(ShaderNode parentNode) { Emission = new ClosureSocket(parentNode, "Emission"); AddSocket(Emission); }
public HoldoutOutputs(ShaderNode parentNode) { Holdout = new ClosureSocket(parentNode, "Holdout"); AddSocket(Holdout); }