Loonim.Output Class Reference

Detailed Description

Describes a series of fully packed textures. Usually 2 of them in a normal PBR setup. It can define the following typical channels plus any custom ones:

  • Albedo (Always Colour.RGB)
  • Alpha (Always Colour.A)
  • Metallicness (Typically Channels0.R) [Required by the metallicness workflow]
  • Height map (Typically Channels0.G) [Optional]
  • Occlusion map (Typically Channels0.B) [Optional]
  • Smoothness (Typically Channels0.A) [Optional]
  • Emission (Typically Channels1.RGB) [Optional]
  • Mask/Stencil (Typically Channels1.A) [Optional]
  • Specular (Typically Channels2.RGB) [Required by the specular workflow]
  • Subsurface colour (Typically Channels3.RGB) [Optional] Note that the channel allocations are defined in the surface's property set.
Inheritance diagram for Loonim.Output:
Loonim.TextureNode

Public Member Functions

 Output ()
 
- Public Member Functions inherited from Loonim.TextureNode
float[] Bake (int size)
 Bakes the x axis of this node as a 1D image. More...
 
void Bake (float[] values)
 Bakes the x axis of this node as a 1D image. More...
 
void Bake (Color[] values)
 Bakes the x axis of this node as a 1D image. Note that the red channel is the most important. More...
 
override string ToString ()
 
string ToString (int depth)
 
List< Material > CollectMaterials ()
 
void CollectMaterials (List< Material > into)
 
void AddSource (TextureNode source)
 Adds a new source to this node. More...
 
 TextureNode ()
 
 TextureNode (int sourceCount)
 Create a texture node with the given number of inputs. More...
 
void SubMaterialChanged ()
 Called when this nodes SubMaterialID has changed. More...
 
virtual void Draw (DrawInfo info)
 Allocates GPU drawing meta now. More...
 
virtual DrawStackNode Allocate (DrawInfo info, ref int stackID)
 Allocates GPU drawing meta now. More...
 
void PreAllocate (DrawInfo info)
 Allocates now. More...
 
void DrawGPU (DrawInfo info)
 Draws this node now (but doesn't transfer it into a texture). More...
 
void Draw (DrawInfo info, Texture2D image, ref Color[] pixels)
 Draws this node into the given texture and pixel buffer now. Note that the pixels buffer might not get used, so initially pass in null and cache the resulting one if you wish. More...
 
void DrawCPU (DrawInfo info, Color[] pixels)
 Draws this node using the CPU. More...
 
TextureNode GetLayer (int id, int count)
 Gets the node with the given ID. More...
 
virtual void Prepare (DrawInfo info)
 Gets the node ready to draw. More...
 
virtual void Read (TextureReader reader)
 Reads sources from the given reader into this node. More...
 
virtual double GetWrapped (double x, double y, int wrap)
 Gets a wrapped value from this node. Range of +/- 1. More...
 
virtual double GetValue (double x, double y, double z)
 Gets the value from this node. This is required at a minimum. Range of +/- 1. More...
 
virtual double GetValue (double x, double y)
 Gets the value from this node. This is required at a minimum. Range of +/- 1. More...
 
virtual double GetValue (double t)
 Gets the 1D value from this node. Equiv to GetValue(t,0). Required for all graph nodes. More...
 
virtual UnityEngine.Color GetColour (double x, double y)
 Gets this nodes colour output. More...
 

Properties

override int OutputDimensions [get]
 
TextureNode Colour [get, set]
 The colour (aka diffuse aka albedo) and any transparency. This one is required. More...
 
TextureNode Channels0 [get, set]
 The first group of PBR meta (Source 1). Channel assignments are described in properties. More...
 
TextureNode Channels1 [get, set]
 The second group of PBR meta (Source 2). Channel assignments are described in properties. More...
 
TextureNode Channels2 [get, set]
 The third group of PBR meta (Source 3). Channel assignments are described in properties. More...
 
TextureNode Channels3 [get, set]
 The fourth group of PBR meta (Source 4). Channel assignments are described in properties. More...
 
override int TypeID [get]
 
- Properties inherited from Loonim.TextureNode
TextureNode SourceModule [get, set]
 First input to this node. Errors if it doesn't exist. More...
 
TextureNode SourceModule1 [get, set]
 First input to this node. Errors if it doesn't exist. More...
 
TextureNode SourceModule2 [get, set]
 Second input to this node. Errors if it doesn't exist. More...
 
TextureNode SourceModule3 [get, set]
 Third input to this node. Errors if it doesn't exist. More...
 
virtual int SubMaterialID [get]
 By default, materials are named Loonim/Texture_node_id, however some nodes have "sub-materials" where they essentially have a bunch of different shaders. An example is the Blend node. More...
 
virtual int MaterialID [get]
 By default, materials are named Loonim/Texture_node_id. This allows nodes to essentially share shaders. More...
 
virtual int OutputDimensions [get]
 The dimensions of the image that gets output from this node. A constant has 0 dimensions, a graph has 1 dimension and your ordinary image node has 2. Note that they vary based on inputs; for example an ADD node could add two graphs together (resulting in a 1D output) or it could add two images together (2D output). More...
 
virtual int TypeID [get]
 A globally constant ID for a given type of module. More...
 

Additional Inherited Members

- Public Attributes inherited from Loonim.TextureNode
int InstanceID
 Unique ID for this node in its parent tree. More...
 
TextureNode[] Sources
 Inputs to this node. May be null. More...
 
bool AllocateRequired =true
 True when this node changes. Note that it does not get set to true if the image draw size changes. More...
 
DrawStackNode DrawStore
 
- Protected Member Functions inherited from Loonim.TextureNode
void AllocateSources (Material material, DrawInfo info, int targetStack, int count)
 
- Static Protected Member Functions inherited from Loonim.TextureNode
static Shader GetShader (int type, int subType)
 Gets a shader of the given node ID and it's sub-type. More...
 
static Material GetMaterial (int type, int subType)
 Gets a sub-material of the given node ID. More...
 

Constructor & Destructor Documentation

Loonim.Output.Output ( )
inline

Property Documentation

TextureNode Loonim.Output.Channels0
getset

The first group of PBR meta (Source 1). Channel assignments are described in properties.

TextureNode Loonim.Output.Channels1
getset

The second group of PBR meta (Source 2). Channel assignments are described in properties.

TextureNode Loonim.Output.Channels2
getset

The third group of PBR meta (Source 3). Channel assignments are described in properties.

TextureNode Loonim.Output.Channels3
getset

The fourth group of PBR meta (Source 4). Channel assignments are described in properties.

TextureNode Loonim.Output.Colour
getset

The colour (aka diffuse aka albedo) and any transparency. This one is required.

override int Loonim.Output.OutputDimensions
getpackage
override int Loonim.Output.TypeID
get