Пример #1
0
 /// <summary>
 /// Create VectorMathNode output sockets
 /// </summary>
 /// <param name="parentNode"></param>
 internal VectorMathOutputs(ShaderNode parentNode)
 {
     Value = new FloatSocket(parentNode, "Value");
     AddSocket(Value);
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
 }
Пример #2
0
 public NoiseOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Пример #3
0
 internal GradientOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Пример #4
0
 public TextureCoordinateOutputs(ShaderNode parentNode)
 {
     Generated = new Float4Socket(parentNode, "Generated");
     AddSocket(Generated);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
     UV = new Float4Socket(parentNode, "UV");
     AddSocket(UV);
     Object = new Float4Socket(parentNode, "Object");
     AddSocket(Object);
     Camera = new Float4Socket(parentNode, "Camera");
     AddSocket(Camera);
     Window = new Float4Socket(parentNode, "Window");
     AddSocket(Window);
     Reflection = new Float4Socket(parentNode, "Reflection");
     AddSocket(Reflection);
     WcsBox = new Float4Socket(parentNode, "WcsBox");
     AddSocket(WcsBox);
     EnvSpherical = new Float4Socket(parentNode, "EnvSpherical");
     AddSocket(EnvSpherical);
     EnvEmap = new Float4Socket(parentNode, "EnvEmap");
     AddSocket(EnvEmap);
     EnvBox = new Float4Socket(parentNode, "EnvBox");
     AddSocket(EnvBox);
     EnvLightProbe = new Float4Socket(parentNode, "EnvLightProbe");
     AddSocket(EnvLightProbe);
     EnvCubemap = new Float4Socket(parentNode, "EnvCubemap");
     AddSocket(EnvCubemap);
     EnvCubemapVerticalCross = new Float4Socket(parentNode, "EnvCubemapVerticalCross");
     AddSocket(EnvCubemapVerticalCross);
     EnvCubemapHorizontalCross = new Float4Socket(parentNode, "EnvCubemapHorizontalCross");
     AddSocket(EnvCubemapHorizontalCross);
     EnvHemispherical = new Float4Socket(parentNode, "EnvHemi");
     AddSocket(EnvHemispherical);
 }
Пример #5
0
 public AbsorptionVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
 }
Пример #6
0
 public VoronoiInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
 }
Пример #7
0
 public GammaInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Gamma = new FloatSocket(parentNode, "Gamma");
     AddSocket(Gamma);
 }
Пример #8
0
 internal FresnelInputs(ShaderNode parentNode)
 {
     IOR = new FloatSocket(parentNode, "IOR");
     AddSocket(IOR);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #9
0
 /// <summary>
 /// Create VectorMathNode input sockets
 /// </summary>
 /// <param name="parentNode"></param>
 internal VectorMathInputs(ShaderNode parentNode)
 {
     Vector1 = new Float4Socket(parentNode, "Vector1");
     AddSocket(Vector1);
     Vector2 = new Float4Socket(parentNode, "Vector2");
     AddSocket(Vector2);
 }
Пример #10
0
 internal BackgroundInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
 }
Пример #11
0
 public LayerWeightInputs(ShaderNode parentNode)
 {
     Blend = new FloatSocket(parentNode, "Blend");
     AddSocket(Blend);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #12
0
 internal TranslucentBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #13
0
 internal ImageTextureOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Alpha = new FloatSocket(parentNode, "Alpha");
     AddSocket(Alpha);
 }
Пример #14
0
 internal GlossyInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Roughness = new FloatSocket(parentNode, "Roughness");
     AddSocket(Roughness);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #15
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);
 }
Пример #16
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);
 }
Пример #17
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);
 }
Пример #18
0
 public LightFalloffOutputs(ShaderNode parentNode)
 {
     Quadratic = new Float4Socket(parentNode, "Quadratic");
     AddSocket(Quadratic);
     Linear = new Float4Socket(parentNode, "Linear");
     AddSocket(Linear);
     Constant = new Float4Socket(parentNode, "Constant");
     AddSocket(Constant);
 }
Пример #19
0
 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);
 }
Пример #20
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);
 }
Пример #21
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);
 }
Пример #22
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);
 }
Пример #23
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);
 }
Пример #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);
 }
Пример #25
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);
 }
Пример #26
0
 public GlassInputs(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);
 }
Пример #27
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);
 }
Пример #28
0
 public AnisotropicBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Tangent = new Float4Socket(parentNode, "Tangent");
     AddSocket(Tangent);
     Roughness = new FloatSocket(parentNode, "Roughness");
     AddSocket(Roughness);
     Anisotropy = new FloatSocket(parentNode, "Anisotropy");
     AddSocket(Anisotropy);
     Rotation = new FloatSocket(parentNode, "Rotation");
     AddSocket(Rotation);
 }
Пример #29
0
 public SubsurfaceScatteringInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
     Sharpness = new FloatSocket(parentNode, "Sharpness");
     AddSocket(Sharpness);
     TextureBlur = new FloatSocket(parentNode, "Texture Blur");
     AddSocket(TextureBlur);
     Radius = new Float4Socket(parentNode, "Radius");
     AddSocket(Radius);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #30
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);
 }