public NoiseOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); }
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); }
public LayerWeightOutputs(ShaderNode parentNode) { Fresnel = new FloatSocket(parentNode, "Fresnel"); AddSocket(Fresnel); Facing = new FloatSocket(parentNode, "Facing"); AddSocket(Facing); }
public LayerWeightInputs(ShaderNode parentNode) { Blend = new FloatSocket(parentNode, "Blend"); AddSocket(Blend); 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); }
internal FresnelInputs(ShaderNode parentNode) { IOR = new FloatSocket(parentNode, "IOR"); AddSocket(IOR); Normal = new Float4Socket(parentNode, "Normal"); AddSocket(Normal); }
public LightFalloffInputs(ShaderNode parentNode) { Strength = new FloatSocket(parentNode, "Strength"); AddSocket(Strength); Smooth = new FloatSocket(parentNode, "Smooth"); AddSocket(Smooth); }
/// <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); }
internal BackgroundInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Strength = new FloatSocket(parentNode, "Strength"); AddSocket(Strength); }
public HoldoutInputs(ShaderNode parentNode) { SurfaceMixWeight = new FloatSocket(parentNode, "SurfaceMixWeight"); AddSocket(SurfaceMixWeight); VolumeMixWeight = new FloatSocket(parentNode, "VolumeMixWeight"); AddSocket(VolumeMixWeight); }
internal GradientOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Fac = new FloatSocket(parentNode, "Fac"); AddSocket(Fac); }
public GammaInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Gamma = new FloatSocket(parentNode, "Gamma"); AddSocket(Gamma); }
public VoronoiInputs(ShaderNode parentNode) { Vector = new Float4Socket(parentNode, "Vector"); AddSocket(Vector); Scale = new FloatSocket(parentNode, "Scale"); AddSocket(Scale); }
internal ImageTextureOutputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Alpha = new FloatSocket(parentNode, "Alpha"); AddSocket(Alpha); }
/// <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); }
public SeparateXyzOutputs(ShaderNode parentNode) { X = new FloatSocket(parentNode, "X"); AddSocket(X); Y = new FloatSocket(parentNode, "Y"); AddSocket(Y); Z = new FloatSocket(parentNode, "Z"); AddSocket(Z); }
public SeparateRgbOutputs(ShaderNode parentNode) { R = new FloatSocket(parentNode, "R"); AddSocket(R); G = new FloatSocket(parentNode, "G"); AddSocket(G); B = new FloatSocket(parentNode, "B"); AddSocket(B); }
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); }
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); }
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 ScatterVolumeInputs(ShaderNode parentNode) { Color = new Float4Socket(parentNode, "Color"); AddSocket(Color); Density = new FloatSocket(parentNode, "Density"); AddSocket(Density); Anisotropy = new FloatSocket(parentNode, "Anisotropy"); AddSocket(Anisotropy); }
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); }
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); }
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 OutputInputs(ShaderNode parentNode) { Surface = new ClosureSocket(parentNode, "Surface"); AddSocket(Surface); Volume = new ClosureSocket(parentNode, "Volume"); AddSocket(Volume); Displacement = new FloatSocket(parentNode, "Displacement"); AddSocket(Displacement); }
/// <summary> /// Set the Value float for a FloatSocket from given string. /// </summary> /// <param name="socket">socket for which the Value will be set</param> /// <param name="nr">float string</param> public void get_float(FloatSocket socket, string nr) { if (string.IsNullOrEmpty(nr)) { return; } socket.Value = float.Parse(nr, NumberFormatInfo); }
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); }
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 CombineHsvInputs(ShaderNode parentNode) { H = new FloatSocket(parentNode, "H"); AddSocket(H); S = new FloatSocket(parentNode, "S"); AddSocket(S); V = new FloatSocket(parentNode, "V"); AddSocket(V); }
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); }