示例#1
0
        public override sealed void Initialize()
        {
            _normal = _normal ?? new Float4OutputChannel(0, "Normal");

            _sampler = _sampler ?? new Sampler2DInputChannel(0, "Sampler");
            _uv      = _uv ?? new Float4InputChannel(1, "UV", Vector4.zero);
        }
示例#2
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		public override sealed void Initialize ()
		{
			_position = _position ?? new Float4InputChannel( 0, "Position", Vector4.zero );
			_color = _color ?? new Float4InputChannel( 1, "Color", Vector4.zero );
			_normal = _normal ?? new Float4InputChannel( 2, "Normal", Vector4.zero );
			_tangent = _tangent ?? new Float4InputChannel( 3, "Tangent", Vector4.zero );
		}
示例#3
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 public override sealed void Initialize()
 {
     _result = _result ?? new Float4OutputChannel( 0, "1-v" );
     _result.DisplayName = "1-v";
     _in = _in ?? new Float4InputChannel( 0, "arg", Vector4.zero );
     _in.DisplayName = "arg";
 }
示例#4
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文件: DotNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_vector1 = _vector1 ?? new Float4InputChannel( 0, "Vector1", Vector4.zero );
			_vector2 = _vector2 ?? new Float4InputChannel( 1, "Vector2", Vector4.zero );
			_channels = _channels ?? new EditorGroup( 1, new[] { "xy", "xyz", "xyzw" }, 3 );
		}
示例#5
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文件: MinusXNode.cs 项目: yyzreal/SSE
 public override sealed void Initialize()
 {
     _result             = _result ?? new Float4OutputChannel(0, "-arg");
     _result.DisplayName = "-arg";
     _in             = _in ?? new Float4InputChannel(0, "arg", Vector4.zero);
     _in.DisplayName = "arg";
 }
示例#6
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 public override sealed void Initialize()
 {
     _position = _position ?? new Float4InputChannel(0, "Position", Vector4.zero);
     _color    = _color ?? new Float4InputChannel(1, "Color", Vector4.zero);
     _normal   = _normal ?? new Float4InputChannel(2, "Normal", Vector4.zero);
     _tangent  = _tangent ?? new Float4InputChannel(3, "Tangent", Vector4.zero);
 }
示例#7
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		public override sealed void Initialize ()
		{
			_normal = _normal ?? new Float4OutputChannel( 0, "Normal" );
		
			_sampler = _sampler ?? new Sampler2DInputChannel( 0, "Sampler" );
			_uv = _uv ?? new Float4InputChannel( 1, "UV", Vector4.zero );
		}
示例#8
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 public override sealed void Initialize()
 {
     _result = _result ?? new Float4OutputChannel(0, "Result");
     _arg1   = _arg1 ?? new Float4InputChannel(0, "Arg1", Vector4.zero);
     _arg2   = _arg2 ?? new Float4InputChannel(1, "Arg2", Vector4.zero);
     _arg3   = _arg3 ?? new Float4InputChannel(2, "Arg3", Vector4.zero);
 }
示例#9
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文件: DotNode.cs 项目: yyzreal/SSE
 public override sealed void Initialize()
 {
     _result   = _result ?? new Float4OutputChannel(0, "Result");
     _vector1  = _vector1 ?? new Float4InputChannel(0, "Vector1", Vector4.zero);
     _vector2  = _vector2 ?? new Float4InputChannel(1, "Vector2", Vector4.zero);
     _channels = _channels ?? new EditorGroup(1, new[] { "xy", "xyz", "xyzw" }, 3);
 }
示例#10
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		public override sealed void Initialize ()
		{
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_arg1 = _arg1 ?? new Float4InputChannel( 0, "Arg1", Vector4.zero );
			_arg2 = _arg2 ?? new Float4InputChannel( 1, "Arg2", Vector4.zero );
			_arg3 = _arg3 ?? new Float4InputChannel( 2, "Arg3", Vector4.zero );
		}
示例#11
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        public override sealed void Initialize()
        {
            _rgba = _rgba ?? new Float4OutputChannel(0, "RGBA");
            _a    = _a ?? new Float4OutputChannel(1, "A");

            _sampler = _sampler ?? new Sampler2DInputChannel(0, "Sampler");
            _uv      = _uv ?? new Float4InputChannel(1, "UV", Vector4.zero);
        }
示例#12
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		public override sealed void Initialize ()
		{
			_rgba = _rgba ?? new Float4OutputChannel( 0, "RGBA" );
			_a = _a ?? new Float4OutputChannel( 1, "A" );
		
			_sampler = _sampler ?? new SamplerCubeInputChannel( 0, "Sampler" );
			_normal = _normal ?? new Float4InputChannel( 1, "Normal", new Vector4(0f,0f,1f,1f) );
		}
示例#13
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        public override sealed void Initialize()
        {
            _rgba = _rgba ?? new Float4OutputChannel(0, "RGBA");
            _a    = _a ?? new Float4OutputChannel(1, "A");

            _sampler = _sampler ?? new SamplerCubeInputChannel(0, "Sampler");
            _normal  = _normal ?? new Float4InputChannel(1, "Normal", new Vector4(0f, 0f, 1f, 1f));
        }
示例#14
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文件: Tex2DNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			_rgba = _rgba ?? new Float4OutputChannel( 0, "RGBA" );
			_a = _a ?? new Float4OutputChannel( 1, "A" );
		
			_sampler = _sampler ?? new Sampler2DInputChannel( 0, "Sampler" );
			_uv = _uv ?? new Float4InputChannel( 1, "UV", Vector4.zero );
		}
示例#15
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 public override sealed void Initialize()
 {
     _result = _result ?? new Float4OutputChannel( 0, "Result" );
     _result.DisplayName = "Result";
     _view = _view ?? new Float4InputChannel( 0, "View", Vector4.zero );
     _view.DisplayName = "View";
     _normal = _normal ?? new Float4InputChannel( 1, "Normal", new Vector4(0.0f,0.0f,1.0f,1.0f) );
     _normal.DisplayName = "Normal";
 }
示例#16
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 public override sealed void Initialize()
 {
     _xChannel = _xChannel ?? new EditorGroup(0, new[] { "x", "y", "z", "w" }, 4);
     _yChannel = _yChannel ?? new EditorGroup(1, new[] { "x", "y", "z", "w" }, 4);
     _zChannel = _zChannel ?? new EditorGroup(2, new[] { "x", "y", "z", "w" }, 4);
     _wChannel = _wChannel ?? new EditorGroup(3, new[] { "x", "y", "z", "w" }, 4);
     _result   = _result ?? new Float4OutputChannel(0, "Result");
     _vector   = _vector ?? new Float4InputChannel(1, "Vector", Vector4.zero);
 }
示例#17
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		public override sealed void Initialize ()
		{
			_xChannel = _xChannel ?? new EditorGroup( 0, new[] { "x", "y", "z", "w" }, 4 );
			_yChannel = _yChannel ?? new EditorGroup( 1, new[] { "x", "y", "z", "w" }, 4 );
			_zChannel = _zChannel ?? new EditorGroup( 2, new[] { "x", "y", "z", "w" }, 4 );
			_wChannel = _wChannel ?? new EditorGroup( 3, new[] { "x", "y", "z", "w" }, 4 );
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_vector = _vector ?? new Float4InputChannel( 1, "Vector", Vector4.zero );
		}
示例#18
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 public override sealed void Initialize()
 {
     _result             = _result ?? new Float4OutputChannel(0, "Result");
     _result.DisplayName = "Result";
     _view               = _view ?? new Float4InputChannel(0, "View", Vector4.zero);
     _view.DisplayName   = "View";
     _normal             = _normal ?? new Float4InputChannel(1, "Normal", new Vector4(0.0f, 0.0f, 1.0f, 1.0f));
     _normal.DisplayName = "Normal";
 }
示例#19
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        public override sealed void Initialize()
        {
            _xMask = _xMask ?? new EditorBool();
            _yMask = _yMask ?? new EditorBool();
            _zMask = _zMask ?? new EditorBool();
            _wMask = _wMask ?? new EditorBool();

            _result = _result ?? new Float4OutputChannel(0, "Result");
            _vector = _vector ?? new Float4InputChannel(0, "Vector", Vector4.zero);
        }
示例#20
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文件: MaskNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			_xMask = _xMask ?? new EditorBool();
			_yMask = _yMask ?? new EditorBool();
			_zMask = _zMask ?? new EditorBool();
			_wMask = _wMask ?? new EditorBool();
		
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_vector = _vector ?? new Float4InputChannel( 0, "Vector", Vector4.zero );
		}
示例#21
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文件: SplitNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			//_rgba = _rgba ?? new Float4OutputChannel( 0, "RGBA" );
			_x = _x ?? new Float4OutputChannel( 0, "X" );
			_y = _y ?? new Float4OutputChannel( 1, "Y" );
			_z = _z ?? new Float4OutputChannel( 2, "Z" );
			_w = _w ?? new Float4OutputChannel( 3, "W" );
		
			_vector = _vector ?? new Float4InputChannel( 0, "Vector", Vector4.zero );
		}
示例#22
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文件: SplitNode.cs 项目: yyzreal/SSE
        public override sealed void Initialize()
        {
            //_rgba = _rgba ?? new Float4OutputChannel( 0, "RGBA" );
            _x = _x ?? new Float4OutputChannel(0, "X");
            _y = _y ?? new Float4OutputChannel(1, "Y");
            _z = _z ?? new Float4OutputChannel(2, "Z");
            _w = _w ?? new Float4OutputChannel(3, "W");

            _vector = _vector ?? new Float4InputChannel(0, "Vector", Vector4.zero);
        }
示例#23
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		public override sealed void Initialize ()
		{
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_result.DisplayName = "Result";
			_view = _view ?? new Float4InputChannel( 0, "View", Vector4.zero );
			_view.DisplayName = "View";
			_scale = _scale ?? new Float4InputChannel( 1, "Height", new Vector4(0.0f,0.0f,0.0f,0.0f) );
			_scale.DisplayName = "Height";
			_bias = _bias ?? new Float4InputChannel( 2, "Bias", new Vector4(0.0f,0.0f,0.0f,0.0f) );
			_bias.DisplayName = "Bias";
		}
示例#24
0
 public override sealed void Initialize()
 {
     _result             = _result ?? new Float4OutputChannel(0, "Result");
     _result.DisplayName = "Result";
     _view              = _view ?? new Float4InputChannel(0, "View", Vector4.zero);
     _view.DisplayName  = "View";
     _scale             = _scale ?? new Float4InputChannel(1, "Height", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
     _scale.DisplayName = "Height";
     _bias              = _bias ?? new Float4InputChannel(2, "Bias", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
     _bias.DisplayName  = "Bias";
 }
示例#25
0
文件: MergeNode.cs 项目: sato-yu/SSE
 public override sealed void Initialize()
 {
     _xChannel = _xChannel ?? new EditorGroup(0, new[] { "x", "y", "z", "w" }, 4);
     _yChannel = _yChannel ?? new EditorGroup(1, new[] { "x", "y", "z", "w" }, 4);
     _zChannel = _zChannel ?? new EditorGroup(2, new[] { "x", "y", "z", "w" }, 4);
     _wChannel = _wChannel ?? new EditorGroup(3, new[] { "x", "y", "z", "w" }, 4);
     _result   = _result ?? new Float4OutputChannel(0, "Result");
     _v1       = _v1 ?? new Float4InputChannel(0, "X", Vector4.zero);
     _v2       = _v2 ?? new Float4InputChannel(1, "Y", Vector4.zero);
     _v3       = _v3 ?? new Float4InputChannel(2, "Z", Vector4.zero);
     _v4       = _v4 ?? new Float4InputChannel(3, "W", Vector4.zero);
 }
示例#26
0
文件: MergeNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			_xChannel = _xChannel ?? new EditorGroup( 0, new[] { "x", "y", "z", "w" }, 4 );
			_yChannel = _yChannel ?? new EditorGroup( 1, new[] { "x", "y", "z", "w" }, 4 );
			_zChannel = _zChannel ?? new EditorGroup( 2, new[] { "x", "y", "z", "w" }, 4 );
			_wChannel = _wChannel ?? new EditorGroup( 3, new[] { "x", "y", "z", "w" }, 4 );
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_v1 = _v1 ?? new Float4InputChannel( 0, "X", Vector4.zero );
			_v2 = _v2 ?? new Float4InputChannel( 1, "Y", Vector4.zero );
			_v3 = _v3 ?? new Float4InputChannel( 2, "Z", Vector4.zero );
			_v4 = _v4 ?? new Float4InputChannel( 3, "W", Vector4.zero );
		}
示例#27
0
文件: UVPanNode.cs 项目: yyzreal/SSE
        public override sealed void Initialize()
        {
            _inputAddChannel = _inputAddChannel ?? new EditorGroup(0, new[] { "x", "y", "z", "w" }, 4);

            _xPan = _xPan ?? new EditorBool();
            _yPan = _yPan ?? new EditorBool();
            _zPan = _zPan ?? new EditorBool();
            _wPan = _wPan ?? new EditorBool();

            _result = _result ?? new Float4OutputChannel(0, "Result");
            _uv     = _uv ?? new Float4InputChannel(0, "UV", Vector4.zero);
            _time   = _time ?? new Float4InputChannel(1, "Time", Vector4.zero);
        }
示例#28
0
文件: UVPanNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			_inputAddChannel = _inputAddChannel ?? new EditorGroup( 0, new[] { "x", "y", "z", "w" }, 4 );
		
			_xPan = _xPan ?? new EditorBool();
			_yPan = _yPan ?? new EditorBool();
			_zPan = _zPan ?? new EditorBool();
			_wPan = _wPan ?? new EditorBool();
			
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_uv = _uv ?? new Float4InputChannel( 0, "UV", Vector4.zero );
			_time = _time ?? new Float4InputChannel( 1, "Time", Vector4.zero );
		}
示例#29
0
 public override sealed void Initialize()
 {
     _albedo     = _albedo ?? new Float4InputChannel(0, "Diffuse", Vector4.zero);
     _normal     = _normal ?? new Float4InputChannel(1, "Normal", new Vector4(0.0f, 0.0f, 1.0f, 1.0f));
     _emission   = _emission ?? new Float4InputChannel(2, "Emission", Vector4.zero);
     _specular   = _specular ?? new Float4InputChannel(3, "Specular", Vector4.zero);
     _gloss      = _gloss ?? new Float4InputChannel(4, "Gloss", Vector4.zero);
     _alpha      = _alpha ?? new Float4InputChannel(5, "Alpha", Vector4.one);
     _clip       = _clip ?? new Float4InputChannel(6, "Clip", Vector4.one);
     _custom     = _custom ?? new Float4InputChannel(7, "Custom", Vector4.zero);
     _metallic   = _metallic ?? new Float4InputChannel(8, "Metallic", Vector4.zero);
     _smoothness = _smoothness ?? new Float4InputChannel(9, "Smoothness", Vector4.zero);
     _occlusion  = _occlusion ?? new Float4InputChannel(10, "Occlusion", Vector4.one);
 }
示例#30
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        public override sealed void Initialize()
        {
            _albedo   = _albedo ?? new Float4InputChannel(0, "Diffuse", Vector4.zero);
            _normal   = _normal ?? new Float4InputChannel(1, "Normal", new Vector4(0.0f, 0.0f, 1.0f, 1.0f));
            _emission = _emission ?? new Float4InputChannel(2, "Emission", Vector4.zero);
            _specular = _specular ?? new Float4InputChannel(3, "Specular", Vector4.zero);
            _gloss    = _gloss ?? new Float4InputChannel(4, "Gloss", Vector4.zero);
            _alpha    = _alpha ?? new Float4InputChannel(5, "Alpha", Vector4.one);
            _clip     = _clip ?? new Float4InputChannel(6, "Clip", Vector4.one);
            _custom   = _custom ?? new Float4InputChannel(7, "Custom", Vector4.zero);

            _specular.DisplayName = "Gloss";
            _gloss.DisplayName    = "Specular";
            _albedo.DisplayName   = "Diffuse";
        }
示例#31
0
		public override sealed void Initialize ()
		{
			
			_albedo = _albedo ?? new Float4InputChannel( 0, "Diffuse", Vector4.zero );
			_normal = _normal ?? new Float4InputChannel( 1, "Normal", new Vector4( 0.0f, 0.0f, 1.0f, 1.0f ) );
			_emission = _emission ?? new Float4InputChannel( 2, "Emission", Vector4.zero );
			_specular = _specular ?? new Float4InputChannel( 3, "Specular", Vector4.zero );
			_gloss = _gloss ?? new Float4InputChannel( 4, "Gloss", Vector4.zero );
			_alpha = _alpha ?? new Float4InputChannel( 5, "Alpha", Vector4.one );
			_clip = _clip ?? new Float4InputChannel( 6, "Clip", Vector4.one );
			_custom = _custom ?? new Float4InputChannel( 7, "Custom", Vector4.zero );
			
			_specular.DisplayName = "Gloss";
			_gloss.DisplayName = "Specular";
			_albedo.DisplayName = "Diffuse";
		}
示例#32
0
文件: MxVNode.cs 项目: sato-yu/SSE
 public override sealed void Initialize()
 {
     _result = _result ?? new Float4OutputChannel(0, "Result");
     _matrix = _matrix ?? new MatrixInputChannel(0, "Matrix", Matrix4x4.identity);
     _vector = _vector ?? new Float4InputChannel(1, "Vector", Vector4.zero);
 }
示例#33
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 public override sealed void Initialize()
 {
     _result  = _result ?? new Float4OutputChannel(0, "Result");
     _vector1 = _vector1 ?? new Float4InputChannel(0, "Vector1", Vector4.zero);
     _vector2 = _vector2 ?? new Float4InputChannel(1, "Vector2", Vector4.zero);
 }
示例#34
0
文件: SplatNode.cs 项目: sato-yu/SSE
 public override sealed void Initialize()
 {
     _splatSelection = _splatSelection ?? new EditorGroup(0, new[] { "x", "y", "z", "w" }, 4);
     _result         = _result ?? new Float4OutputChannel(0, "Result");
     _vector         = _vector ?? new Float4InputChannel(1, "Vector", Vector4.zero);
 }
示例#35
0
文件: BlendNode.cs 项目: belzecue/SSE
 public override void Initialize()
 {
     _result = _result ?? new Float4OutputChannel(0, "Result");
     _arg1   = _arg1 ?? new Float4InputChannel(0, "A", Vector4.zero);
     _arg2   = _arg2 ?? new Float4InputChannel(1, "B", Vector4.zero);
 }
示例#36
0
 public override sealed void Initialize()
 {
     _result = _result ?? new Float4OutputChannel(0, "Result");
     _input  = _input ?? new Float4InputChannel(0, "Input", Vector4.zero);
 }
示例#37
0
 public override sealed void Initialize()
 {
     _reflection = _reflection ?? new Float4OutputChannel(0, "Reflection");
     _normal     = _normal ?? new Float4InputChannel(0, "Normal", new Vector4(0f, 0f, 1f, 1f));
 }
示例#38
0
文件: MxVNode.cs 项目: JuanJSAR/SSE
		public override sealed void Initialize ()
		{
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_matrix = _matrix ?? new MatrixInputChannel( 0, "Matrix", Matrix4x4.identity );
			_vector = _vector ?? new Float4InputChannel( 1, "Vector", Vector4.zero );
		}
示例#39
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		public override sealed void Initialize ()
		{
			_lighting = _lighting ?? new Float4InputChannel( 0, "Lighting", Vector4.zero );
		}
示例#40
0
 public override sealed void Initialize()
 {
     _lighting = _lighting ?? new Float4InputChannel(0, "Lighting", Vector4.zero);
 }
示例#41
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		public override sealed void Initialize ()
		{
			_reflection = _reflection ?? new Float4OutputChannel( 0, "Reflection" );
			_normal = _normal ?? new Float4InputChannel( 0, "Normal", new Vector4( 0f, 0f, 1f, 1f ) );
		}
示例#42
0
		public override sealed void Initialize ()
		{
			_result = _result ?? new Float4OutputChannel( 0, "Result" );
			_input = _input ?? new Float4InputChannel( 0, "Input", Vector4.zero );
		}
示例#43
0
文件: CrossNode.cs 项目: keijiro/SSE
 public override sealed void Initialize()
 {
     _result = _result ?? new Float4OutputChannel( 0, "Result" );
     _vector1 = _vector1 ?? new Float4InputChannel( 0, "Vector1", Vector4.zero );
     _vector2 = _vector2 ?? new Float4InputChannel( 1, "Vector2", Vector4.zero );
 }
示例#44
0
文件: SplatNode.cs 项目: keijiro/SSE
 public override sealed void Initialize()
 {
     _splatSelection = _splatSelection ?? new EditorGroup( 0, new[] { "x", "y", "z", "w" }, 4 );
     _result = _result ?? new Float4OutputChannel( 0, "Result" );
     _vector = _vector ?? new Float4InputChannel( 1, "Vector", Vector4.zero );
 }