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Class BlackAndWhiteNode

Inheritance
System.Object
MixtureNode
ShaderNode
FixedShaderNode
BlackAndWhiteNode
Implements
IUseCustomRenderTextureProcessing
Inherited Members
FixedShaderNode.previewTexture
FixedShaderNode.defaultRTSettings
FixedShaderNode.InitializePorts()
FixedShaderNode.canProcess
ShaderNode.DefaultShaderName
ShaderNode.materialInputs
ShaderNode.output
ShaderNode.shader
ShaderNode.material
ShaderNode.Enable()
ShaderNode.Disable()
ShaderNode.ListMaterialProperties(List<SerializableEdge>)
ShaderNode.GetMaterialInputs(List<SerializableEdge>)
ShaderNode.ChangeOutputPortType(List<SerializableEdge>)
ShaderNode.GetCustomRenderTextures()
MixtureNode.graph
MixtureNode.rtSettings
MixtureNode.nodeWidth
MixtureNode.hasSettings
MixtureNode.hasPreview
MixtureNode.supportedDimensions
MixtureNode.defaultPreviewChannels
MixtureNode.showDefaultInspector
MixtureNode.showPreviewExposure
MixtureNode.isPreviewCollapsed
MixtureNode.onSettingsChanged
MixtureNode.beforeProcessSetup
MixtureNode.afterProcessCleanup
MixtureNode.showControlsOnHover
MixtureNode.needsInspector
MixtureNode.temporaryMaterials
MixtureNode.previewMode
MixtureNode.previewMip
MixtureNode.previewVisible
MixtureNode.previewEV100
MixtureNode.previewSlice
MixtureNode.isPinned
MixtureNode.recorder
MixtureNode.OnNodeCreated()
MixtureNode.UpdateTempRenderTexture(CustomRenderTexture, Boolean, Boolean, CustomRenderTextureUpdateMode, Boolean)
MixtureNode.GetTempTextureDimension()
MixtureNode.OnProcess(CommandBuffer)
MixtureNode.Process()
MixtureNode.RemoveObjectFromGraph(Object)
MixtureNode.GetPropertyType(Shader, Int32)
MixtureNode.GetMaterialPortDatas(Material)
MixtureNode.AssignMaterialPropertiesFromEdges(List<SerializableEdge>, Material)
MixtureNode.OnSettingsChanged()
MixtureNode.GetDefaultMaterial(Material)
MixtureNode.ResetMaterialPropertyToDefault(Material, String)
MixtureNode.GetTempMaterial(String)
Namespace: Mixture
Assembly: Mixture.Runtime.dll
Syntax
[Documentation("\r\nConvert RGB image to White and Black. With the Mode property you can change how the black and white color is computed:\r\n\r\nName | Description\r\n--- | ---\r\nPerceptual Luminance | Compute the luminance with this RGB factor: 0.299, 0.587, 0.114\r\nD65 Luminance | Compute the luminance with D65 standard RGB factor: 0.2126729, 0.7151522, 0.0721750\r\nCustom Luminance | Compute the luminance the custom value \"Lum Factors\" in the inspector.\r\nLightness | Compute the lightness with `( max(R, G, B) + min(R, G, B) ) / 2`\r\nAverage | Compute the average with `( R + G + B ) / 3`\r\n")]
[Serializable]
public class BlackAndWhiteNode : FixedShaderNode, IUseCustomRenderTextureProcessing

Properties

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displayMaterialInspector

Declaration
public override bool displayMaterialInspector { get; }
Property Value
Type Description
System.Boolean
Overrides
FixedShaderNode.displayMaterialInspector
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filteredOutProperties

Declaration
protected override IEnumerable<string> filteredOutProperties { get; }
Property Value
Type Description
System.Collections.Generic.IEnumerable<System.String>
Overrides
ShaderNode.filteredOutProperties
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name

Declaration
public override string name { get; }
Property Value
Type Description
System.String
Overrides
ShaderNode.name
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shaderName

Declaration
public override string shaderName { get; }
Property Value
Type Description
System.String
Overrides
FixedShaderNode.shaderName

Methods

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ProcessNode(CommandBuffer)

Declaration
protected override bool ProcessNode(CommandBuffer cmd)
Parameters
Type Name Description
UnityEngine.Rendering.CommandBuffer cmd
Returns
Type Description
System.Boolean
Overrides
ShaderNode.ProcessNode(CommandBuffer)

Implements

IUseCustomRenderTextureProcessing
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