Пример #1
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 public NoiseOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Пример #2
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 public LayerWeightInputs(ShaderNode parentNode)
 {
     Blend = new FloatSocket(parentNode, "Blend");
     AddSocket(Blend);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #3
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 internal AddClosureInputs(ShaderNode parentNode)
 {
     Closure1 = new ClosureSocket(parentNode, "Closure1");
     AddSocket(Closure1);
     Closure2 = new ClosureSocket(parentNode, "Closure2");
     AddSocket(Closure2);
 }
Пример #4
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 public AbsorptionVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
 }
Пример #5
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 /// <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);
 }
Пример #6
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 public WaveOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Пример #7
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 internal EmissionInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
 }
Пример #8
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 public LayerWeightInputs(ShaderNode parentNode)
 {
     Blend = new FloatSocket(parentNode, "Blend");
     AddSocket(Blend);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #9
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 internal TranslucentBsdfInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #10
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 public LayerWeightOutputs(ShaderNode parentNode)
 {
     Fresnel = new FloatSocket(parentNode, "Fresnel");
     AddSocket(Fresnel);
     Facing = new FloatSocket(parentNode, "Facing");
     AddSocket(Facing);
 }
Пример #11
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 internal FresnelInputs(ShaderNode parentNode)
 {
     IOR = new FloatSocket(parentNode, "IOR");
     AddSocket(IOR);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #12
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 internal AddClosureInputs(ShaderNode parentNode)
 {
     Closure1 = new ClosureSocket(parentNode, "Closure1");
     AddSocket(Closure1);
     Closure2 = new ClosureSocket(parentNode, "Closure2");
     AddSocket(Closure2);
 }
Пример #13
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 public LightFalloffInputs(ShaderNode parentNode)
 {
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
     Smooth = new FloatSocket(parentNode, "Smooth");
     AddSocket(Smooth);
 }
Пример #14
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 public HoldoutInputs(ShaderNode parentNode)
 {
     SurfaceMixWeight = new FloatSocket(parentNode, "SurfaceMixWeight");
     AddSocket(SurfaceMixWeight);
     VolumeMixWeight = new FloatSocket(parentNode, "VolumeMixWeight");
     AddSocket(VolumeMixWeight);
 }
Пример #15
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 /// <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);
 }
Пример #16
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 internal FresnelInputs(ShaderNode parentNode)
 {
     IOR = new FloatSocket(parentNode, "IOR");
     AddSocket(IOR);
     Normal = new Float4Socket(parentNode, "Normal");
     AddSocket(Normal);
 }
Пример #17
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 public VoronoiInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
 }
Пример #18
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 internal GradientOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Пример #19
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 public HoldoutInputs(ShaderNode parentNode)
 {
     SurfaceMixWeight = new FloatSocket(parentNode, "SurfaceMixWeight");
     AddSocket(SurfaceMixWeight);
     VolumeMixWeight = new FloatSocket(parentNode, "VolumeMixWeight");
     AddSocket(VolumeMixWeight);
 }
Пример #20
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 public AbsorptionVolumeInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Density = new FloatSocket(parentNode, "Density");
     AddSocket(Density);
 }
Пример #21
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 internal BackgroundInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
 }
Пример #22
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 /// <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 #23
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 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 #24
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 internal ImageTextureOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Alpha = new FloatSocket(parentNode, "Alpha");
     AddSocket(Alpha);
 }
Пример #25
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 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);
 }
Пример #26
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 public VoronoiInputs(ShaderNode parentNode)
 {
     Vector = new Float4Socket(parentNode, "Vector");
     AddSocket(Vector);
     Scale = new FloatSocket(parentNode, "Scale");
     AddSocket(Scale);
 }
Пример #27
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 internal GradientOutputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Fac = new FloatSocket(parentNode, "Fac");
     AddSocket(Fac);
 }
Пример #28
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 /// <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 #29
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 public GammaInputs(ShaderNode parentNode)
 {
     Color = new Float4Socket(parentNode, "Color");
     AddSocket(Color);
     Gamma = new FloatSocket(parentNode, "Gamma");
     AddSocket(Gamma);
 }
Пример #30
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 public LightFalloffInputs(ShaderNode parentNode)
 {
     Strength = new FloatSocket(parentNode, "Strength");
     AddSocket(Strength);
     Smooth = new FloatSocket(parentNode, "Smooth");
     AddSocket(Smooth);
 }
Пример #31
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 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);
 }
Пример #32
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 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 #33
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 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);
 }
Пример #34
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 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 #35
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 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 #36
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 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 #37
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 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);
 }
Пример #38
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 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);
 }
Пример #39
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 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);
 }
Пример #40
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 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);
 }
Пример #41
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 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 #42
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 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);
 }
Пример #43
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 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 #44
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 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);
 }
Пример #45
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 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 #46
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 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);
 }
Пример #47
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 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 #48
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 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 #49
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 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 #50
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 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 #51
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 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);
 }
Пример #52
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 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 #53
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 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 #54
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 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 #55
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 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 #56
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 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 #57
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 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 #58
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 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);
 }
Пример #59
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 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);
 }
Пример #60
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 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);
 }