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Class CellularNoise

Inheritance
System.Object
MixtureNode
ShaderNode
FixedShaderNode
FixedNoiseNode
CellularNoise
Implements
IUseCustomRenderTextureProcessing
Inherited Members
FixedNoiseNode.displayMaterialInspector
FixedNoiseNode.defaultPreviewChannels
FixedNoiseNode.ProcessNode(CommandBuffer)
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.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\nVoronoi/Cellular Noise generator.\r\nThis node is useful to generate cloud like textures, organic cellular patterns or more exotic patterns with stars using the Minkowski distance mode.\r\n\r\nNote that for Texture 2D, the z coordinate is used as a seed offset.\r\nThis allows you to generate multiple noises with the same UV.\r\nBe careful with because if you use a UV with a distorted z value, you'll get a weird looking noise instead of the normal one.\r\n")]
[Serializable]
public class CellularNoise : FixedNoiseNode, IUseCustomRenderTextureProcessing

Properties

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filteredOutProperties

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

Implements

IUseCustomRenderTextureProcessing
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