public AbsorptionVolumeInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Density = new FloatSocket(parentNode, "Density"); AddSocket(Density); }
internal GradientOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); }
internal FresnelInputs(ShaderNode parentNode) { IOR = new FloatSocket(parentNode, "IOR"); AddSocket(IOR); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
public VoronoiInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); }
public WaveOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); }
public LayerWeightInputs(ShaderNode parentNode) { Blend = new FloatSocket(parentNode, "Blend"); AddSocket(Blend); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
internal EmissionInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Strength = new FloatSocket(parentNode, "Strength"); AddSocket(Strength); }
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); }
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 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 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 DiffuseBsdfInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Roughness = new FloatSocket(parentNode, "Roughness"); AddSocket(Roughness); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
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); }
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 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); }
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); 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); }
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); }
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); }
public SeparateXyzInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); }
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); }
public SkyOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); }
public SeparateHsvInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); }
internal TransparentBsdfInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); }
public CombineHsvOutputs(ShaderNode parentNode) { Image = new Float4Socket(parentNode, "Image"); AddSocket(Image); }
internal GradientInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); }
internal EnvironmentTextureInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); }