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Class RemapNode

Inheritance
System.Object
MixtureNode
ShaderNode
FixedShaderNode
RemapNode
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.ProcessNode(CommandBuffer)
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\nRemap a texture using another texture as map. You can choose to remap either from the Hue, Saturation, Value(brightness) or alpha of the input texture.\r\n\r\nNote that for the map texture, you only need a texture of 1 pixel height, thus you can use the Gradient node as a remap value.\r\n")]
[Serializable]
public class RemapNode : 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

Implements

IUseCustomRenderTextureProcessing
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