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alelievr committed Dec 22, 2020
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Expand Up @@ -108,6 +108,8 @@ IEnumerator GenerateScreenshots()
graphView.UpdateViewTransform(new Vector3(0, 0, 0), Vector3.one * graphView.scale);
graphView.Focus();

MixtureGraphProcessor.RunOnce(docGraph);

yield return new WaitForEndOfFrame();

if (window == null)
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.AddNode.md
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Expand Up @@ -10,7 +10,7 @@ Value | Additional Value
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Perform an addition with `source A`, `source B` and Color and writes the result to output like so:
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.BlackAndWhiteNode.md
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Expand Up @@ -10,7 +10,7 @@ Keep Lum |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Convert RGB image to White and Black. With the Mode property you can change how the black and white color is computed:
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.BlendNode.md
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Expand Up @@ -10,7 +10,7 @@ Mask |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Blend between two textures, you can use different blend mode depending which texture you want to blend (depth, color, ect.).
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.Blur.md
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Expand Up @@ -9,7 +9,7 @@ Radius | Blur radius in pixels
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Gaussian blur filter in two passes. You might see some artifacts with large blur values because there is a fixed amount of samples (64) in the shader.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.CellularNoise.md
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Expand Up @@ -12,7 +12,7 @@ Seed |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Voronoi/Cellular Noise generator.
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3 changes: 2 additions & 1 deletion docs/docfx/manual/nodes/Mixture.CheckerBoard.md
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Expand Up @@ -3,6 +3,7 @@
## Inputs
Port Name | Description
--- | ---
UV |
Even Color |
Odd Color |
X Cell Count |
Expand All @@ -13,7 +14,7 @@ Smooth |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generate a checkerboard patter, in 3D this node generates a cubic checkerboard pattern.
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3 changes: 2 additions & 1 deletion docs/docfx/manual/nodes/Mixture.Circles.md
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Expand Up @@ -3,6 +3,7 @@
## Inputs
Port Name | Description
--- | ---
UV |
SphereColor |
OuterColor |
Inner Size |
Expand All @@ -11,7 +12,7 @@ Smooth |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generate a Disk, in 3D this node generate a solid spheres.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.ClampNode.md
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Expand Up @@ -10,7 +10,7 @@ Max |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Clamp the input texture values. Note that the clamp is executed for each channel of the texture following this forumla:
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.ColorMatteNode.md
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Expand Up @@ -8,7 +8,7 @@ Color |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generate a texture from an HDR color.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.CombineNode.md
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Expand Up @@ -12,7 +12,7 @@ Custom |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Combine up to 4 textures into one, allowing you to choose which channel to write in the output texture.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.CrossSection.md
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Expand Up @@ -9,7 +9,7 @@ Slice |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
The cross section node allow you to generate 2D texture by taking either a slice of a texture 2D or 3D.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.CubeTo2DLatLonNode.md
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Expand Up @@ -8,7 +8,7 @@ Input |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Transform a cubemap into a 2D texture using the LatLong convertion function.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.DirectionalBlur.md
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Expand Up @@ -10,7 +10,7 @@ Direction | Direction vector, note that it does not have to be normalized
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Blur the input texture using a Gaussian filter in the specified direction.
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4 changes: 2 additions & 2 deletions docs/docfx/manual/nodes/Mixture.Distance.md
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Expand Up @@ -3,12 +3,12 @@
## Inputs
Port Name | Description
--- | ---
Input |
input |

## Output
Port Name | Description
--- | ---
Output |
output |

## Description
Execute a flood fill operation on all pixels above the specified threshold.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.DivNode.md
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Expand Up @@ -10,7 +10,7 @@ Value |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Divide one texture by another plus a constant value. The result is computed like this:
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.EdgeDetect.md
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Expand Up @@ -10,7 +10,7 @@ Mode | Output color mode, it can either be white and black or input texture coor
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Detect the edges in the input texture, this node uses a Sobel filter to do so.
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Expand Up @@ -12,7 +12,7 @@ Seed |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generate a noise using multiple octaves of perlin noise, combined using the Fractal Brownian motion algorithm.
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15 changes: 15 additions & 0 deletions docs/docfx/manual/nodes/Mixture.GenerateMipMaps.md
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# Generate MipMaps
![Mixture.GenerateMipMaps](../../images/Mixture.GenerateMipMaps.png)
## Inputs
Port Name | Description
--- | ---
In |

## Output
Port Name | Description
--- | ---
Out |

## Description
Generate mipmaps for the input texture.

5 changes: 2 additions & 3 deletions docs/docfx/manual/nodes/Mixture.GradienMattetNode.md
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Expand Up @@ -3,15 +3,14 @@
## Inputs
Port Name | Description
--- | ---
Direction | Direction of the gradient, only visible on the Linear and exponential gradients
Falloff | Exponential falloff of the gradient
Color 1 | Outer color
Color 2 | Inner color
Falloff | Exponential falloff of the gradient

## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generates a gradient texture, 4 Modes are available right now:
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.HDRPDetailCombine.md
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Expand Up @@ -10,7 +10,7 @@ Smoothness |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generates an HDRP detail map by combining the desaturated albedo, normal and smoothness maps.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.HDRPMaskCombine.md
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Expand Up @@ -11,7 +11,7 @@ Smoothness |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generates an HDRP Mask map by combining metallic, occlusion, detail mask and smoothness textures.
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3 changes: 2 additions & 1 deletion docs/docfx/manual/nodes/Mixture.HSVNode.md
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Expand Up @@ -4,6 +4,7 @@
Port Name | Description
--- | ---
Input |
HSV Offset |
Hue |
Saturation |
Value |
Expand All @@ -12,7 +13,7 @@ Max Value | For HDR images, you need to specify the maximum value of your image
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Modify the image in the HSV color space.
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2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.InvertNode.md
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Expand Up @@ -9,7 +9,7 @@ Alpha |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Allow you to invert an image in the HSV color space.
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26 changes: 26 additions & 0 deletions docs/docfx/manual/nodes/Mixture.Julia.md
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# Julia
![Mixture.Julia](../../images/Mixture.Julia.png)
## Inputs
Port Name | Description
--- | ---
UV |
C 1 |
C 2 |
Zoom |
Position |

## Output
Port Name | Description
--- | ---
Out |

## Description
This node is the base node of all shader operations, it allows you to create a node with a custom behavior by putting a shader in the Shader field.
Note that the shader must be compatible with Custom Render Textures, otherwise it won't work. If you have a doubt you can create a new shader by pressing the button "New Shader".

The node will automatically reflect the shader properties as inputs that you'll be able to connect to other nodes.
This can be especially useful to prototype a new node or just add something that wasn't in the node Library.

For more information, you can check the [Shader Nodes](../ShaderNodes.md) documentation page.

Please note that this node only support Texture2D dimension(s).
16 changes: 16 additions & 0 deletions docs/docfx/manual/nodes/Mixture.Levels.md
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# Levels
![Mixture.Levels](../../images/Mixture.Levels.png)
## Inputs
Port Name | Description
--- | ---
max |
min |
input |

## Output
Port Name | Description
--- | ---
output |

## Description

21 changes: 21 additions & 0 deletions docs/docfx/manual/nodes/Mixture.LinearToSRGB.md
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# Linear To sRGB
![Mixture.LinearToSRGB](../../images/Mixture.LinearToSRGB.png)
## Inputs
Port Name | Description
--- | ---
Source |

## Output
Port Name | Description
--- | ---
Out |

## Description
This node is the base node of all shader operations, it allows you to create a node with a custom behavior by putting a shader in the Shader field.
Note that the shader must be compatible with Custom Render Textures, otherwise it won't work. If you have a doubt you can create a new shader by pressing the button "New Shader".

The node will automatically reflect the shader properties as inputs that you'll be able to connect to other nodes.
This can be especially useful to prototype a new node or just add something that wasn't in the node Library.

For more information, you can check the [Shader Nodes](../ShaderNodes.md) documentation page.

4 changes: 2 additions & 2 deletions docs/docfx/manual/nodes/Mixture.Lines.md
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Expand Up @@ -3,16 +3,16 @@
## Inputs
Port Name | Description
--- | ---
UV |
InnerColor |
OuterColor |
Radius |
Scale |
Smooth |

## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Generates a line pattern. In 3D this node generate cylinders using a signed distance field function.
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24 changes: 24 additions & 0 deletions docs/docfx/manual/nodes/Mixture.Mandelbrot.md
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# Mandelbrot
![Mixture.Mandelbrot](../../images/Mixture.Mandelbrot.png)
## Inputs
Port Name | Description
--- | ---
UV |
Zoom |
Position |

## Output
Port Name | Description
--- | ---
Out |

## Description
This node is the base node of all shader operations, it allows you to create a node with a custom behavior by putting a shader in the Shader field.
Note that the shader must be compatible with Custom Render Textures, otherwise it won't work. If you have a doubt you can create a new shader by pressing the button "New Shader".

The node will automatically reflect the shader properties as inputs that you'll be able to connect to other nodes.
This can be especially useful to prototype a new node or just add something that wasn't in the node Library.

For more information, you can check the [Shader Nodes](../ShaderNodes.md) documentation page.

Please note that this node only support Texture2D dimension(s).
2 changes: 1 addition & 1 deletion docs/docfx/manual/nodes/Mixture.MaskNode.md
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Expand Up @@ -9,7 +9,7 @@ Input |
## Output
Port Name | Description
--- | ---
output |
Out |

## Description
Sample the target texture and mask it using input texture. Note that the mask is written in the alpha channel of the output.
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