public class Facepunch.ActionGraphs.Node.Output : Facepunch.ActionGraphs.Node.Parameter<T>
A named output of a node. Use `!:Input.SetLink(LinkSource)`, or `!:Input.SetLinks(LinkSource[])` to connect this output to an input.
Related Guides
Broader workflow and conceptual references connected to this API.
Just like Subgraphs, you can also create your own custom Nodes with C# (and shader code) to be used in Shader Graphs.
Shading Models are what processes how a model is lit, this is typically is the final step and output of your shader.
Decodes a video file or URL and exposes the current frame as a Texture.
You can create your own nodes by making a .action game resource.
If you want a specific file/asset type to have a custom Thumbnail/Inspector Preview, you can simply create an AssetPreview. An AssetPreview initializes a SceneWorld and SceneCamera, rendering the Camera to the Preview output, so all you need to do is populate it and/or position the Camera to your liking.
Subgraphs are a collection of Shader Graph nodes that can be easily reused as a single node across other Shaders and even other Subgraphs. This is an easy way of develop custom Shader Graph Functions of your own.
Constructors
Showing 1 constructors
public Output()
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Methods
Showing 1 methods
public bool IsProvidedBy(Facepunch.ActionGraphs.Node.Output output)
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Properties
Showing 4 properties
public bool Facepunch.ActionGraphs.Node.Output.IsLinked { get; set; }
If true, this output has at least one connected input.
public bool Facepunch.ActionGraphs.Node.Output.IsPrimarySignal { get; set; }
public bool Facepunch.ActionGraphs.Node.Output.IsSignal { get; set; }
If true, this output emits signals that can trigger other nodes to act.
public System.Collections.Generic.IReadOnlySet`1<Facepunch.ActionGraphs.Link> Facepunch.ActionGraphs.Node.Output.Links { get; set; }
All links currently connected to this output.
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Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Facepunch.ActionGraphs |
| Doc ID | T:Facepunch.ActionGraphs.Node.Output |