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Class SplatterNode

Inheritance
System.Object
MixtureNode
ComputeShaderNode
SplatterNode
Inherited Members
ComputeShaderNode.computeShader
ComputeShaderNode.previewTexture
ComputeShaderNode.tempRenderTexture
ComputeShaderNode.previewTexturePropertyName
ComputeShaderNode.showOpenButton
ComputeShaderNode.tempRenderTextureHasMipmaps
ComputeShaderNode.LoadComputeShader(String)
ComputeShaderNode.canProcess
ComputeShaderNode.ComputeIsValid()
ComputeShaderNode.DispatchCompute(CommandBuffer, Int32, Int32, Int32, Int32)
ComputeShaderNode.DispatchCompute(CommandBuffer, ComputeShader, Int32, Int32, Int32, Int32)
ComputeShaderNode.DispatchComputePreview(CommandBuffer, Int32)
ComputeShaderNode.DispatchComputePreview(CommandBuffer, ComputeShader, Int32)
ComputeShaderNode.ClearBuffer(CommandBuffer, ComputeBuffer, Int32, Int32)
MixtureNode.graph
MixtureNode.rtSettings
MixtureNode.defaultRTSettings
MixtureNode.nodeWidth
MixtureNode.hasSettings
MixtureNode.hasPreview
MixtureNode.defaultPreviewChannels
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\nDistribute a set of input textures based on parameter-based patterns.\r\nMost of the settings of this node are available in the inspector so don't hesitate to pin the node and tweak the parameters until you achieve your goal.\r\n\r\nNote that when you connect multiple textures in the \"Splat Textures\" port, they will be randomly selected at each splat operation.\r\nThe limit of different input textures you can connect is 16, after new textures will be ignored.\r\n\r\nWhen you generate the tiles, you can also choose to output the UVs of the tiles using the channel mode in the inspector, this can be useful to generate a noise based on these UVs.\r\n\r\nFor combining height based tiles, please use the **Height Tile** mode, this special mode will automatically combine the tiles based on their depth with a Z-Buffer.\r\nAll input height maps must use data > 0, every height value <= 0 will be discarded.\r\nIn **Height Tile** mode, this node will output in RG the UVs of the tiles, in B the height of the tile and in A a random value between 0 and 1.\r\nNote that to keep the depth buffer precision correct, the current max depth of a tile (value in texture + position in  the z axis) is clamped between -10000 and +10000.\r\n")]
[Serializable]
public class SplatterNode : ComputeShaderNode

Fields

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blendOperator

Declaration
public SplatterNode.Operator blendOperator
Field Value
Type Description
SplatterNode.Operator
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depthTest

Declaration
[Header("Output Channels")]
public CompareFunction depthTest
Field Value
Type Description
UnityEngine.Rendering.CompareFunction
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fixedAngles

Declaration
public Vector3 fixedAngles
Field Value
Type Description
UnityEngine.Vector3
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fixedScale

Declaration
public Vector3 fixedScale
Field Value
Type Description
UnityEngine.Vector3
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goldenRatio

Declaration
public float goldenRatio
Field Value
Type Description
System.Single
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gridCram

Declaration
public Vector2 gridCram
Field Value
Type Description
UnityEngine.Vector2
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gridScale

Declaration
public Vector2 gridScale
Field Value
Type Description
UnityEngine.Vector2
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gridShift

Declaration
public Vector2 gridShift
Field Value
Type Description
UnityEngine.Vector2
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inputDepth

Declaration
public SplatterNode.InputDepthChannel inputDepth
Field Value
Type Description
SplatterNode.InputDepthChannel
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inputTextures

Declaration
public List<Texture> inputTextures
Field Value
Type Description
System.Collections.Generic.List<UnityEngine.Texture>
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lambda

Declaration
[Range(0F, 1F)]
public float lambda
Field Value
Type Description
System.Single
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maxAngles

Declaration
public Vector3 maxAngles
Field Value
Type Description
UnityEngine.Vector3
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maxScale

Declaration
public Vector3 maxScale
Field Value
Type Description
UnityEngine.Vector3
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maxSplatCount

Declaration
[Range(1F, 1820F)]
public int maxSplatCount
Field Value
Type Description
System.Int32
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minAngles

Declaration
public Vector3 minAngles
Field Value
Type Description
UnityEngine.Vector3
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minScale

Declaration
public Vector3 minScale
Field Value
Type Description
UnityEngine.Vector3
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mode

Declaration
public SplatterNode.Mode mode
Field Value
Type Description
SplatterNode.Mode
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output

Declaration
public Texture output
Field Value
Type Description
UnityEngine.Texture
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positionJitter

Declaration
public Vector3 positionJitter
Field Value
Type Description
UnityEngine.Vector3
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positionOffset

Declaration
public Vector3 positionOffset
Field Value
Type Description
UnityEngine.Vector3
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radius

Declaration
public float radius
Field Value
Type Description
System.Single
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rotation

Declaration
public float rotation
Field Value
Type Description
System.Single
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rotationMode

Declaration
public SplatterNode.RotationMode rotationMode
Field Value
Type Description
SplatterNode.RotationMode
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scaleMode

Declaration
public SplatterNode.ScaleMode scaleMode
Field Value
Type Description
SplatterNode.ScaleMode
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sequence

Declaration
public SplatterNode.Sequence sequence
Field Value
Type Description
SplatterNode.Sequence
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stackPosition

Declaration
public Vector3 stackPosition
Field Value
Type Description
UnityEngine.Vector3

Properties

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computeShaderResourcePath

Declaration
protected override string computeShaderResourcePath { get; }
Property Value
Type Description
System.String
Overrides
ComputeShaderNode.computeShaderResourcePath
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name

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

Declaration
public override bool showDefaultInspector { get; }
Property Value
Type Description
System.Boolean
Overrides
MixtureNode.showDefaultInspector
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supportedDimensions

Declaration
public override List<OutputDimension> supportedDimensions { get; }
Property Value
Type Description
System.Collections.Generic.List<OutputDimension>
Overrides
MixtureNode.supportedDimensions
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tempRenderTextureHasDepthBuffer

Declaration
protected override bool tempRenderTextureHasDepthBuffer { get; }
Property Value
Type Description
System.Boolean
Overrides
ComputeShaderNode.tempRenderTextureHasDepthBuffer

Methods

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ChangeOutputPortType(List<SerializableEdge>)

Declaration
protected IEnumerable<PortData> ChangeOutputPortType(List<SerializableEdge> edges)
Parameters
Type Name Description
System.Collections.Generic.List<SerializableEdge> edges
Returns
Type Description
System.Collections.Generic.IEnumerable<PortData>
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Disable()

Declaration
protected override void Disable()
Overrides
ComputeShaderNode.Disable()
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Enable()

Declaration
protected override void Enable()
Overrides
ComputeShaderNode.Enable()
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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
MixtureNode.ProcessNode(CommandBuffer)
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