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Class BlendNode

Inheritance
System.Object
MixtureNode
ShaderNode
FixedShaderNode
BlendNode
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\nBlend between two textures, you can use different blend mode depending which texture you want to blend (depth, color, ect.).\r\n\r\nYou also have the possibility to provide a mask texture that will affect the opacity of the blend depending on the mask value.\r\nThe Mask Mode property is used to select which channel you want the mask value to use for the blending operation.\r\n\r\nNote that for normal blending, please use the Normal Blend node.\r\n")]
[Serializable]
public class BlendNode : 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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