phong1 をルートとするシェーディング ネットワークのフラグメント グラフの XML ファイル

次は、phong1 (phong タイプ)をルートとするシェーディング ネットワークのフラグメント グラフの XML ファイルです。

<!--
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Use of this software is subject to the terms of the Autodesk 
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or hard copy form.
-->
<fragment_graph  name="MFragmentManager_getFragmentXML_TempGraph" ref="MFragmentManager_getFragmentXML_TempGraph" class="FragmentGraph" version="1.0" feature_level="0" >
    <fragments>
            <fragment_ref name="phong_1" ref="phong_1" />
            <fragment_ref name="mayafloat3PassThrough59" ref="mayafloat3PassThrough" />
            <fragment_ref name="mayaNormalFlip" ref="mayaNormalFlip" />
            <fragment_ref name="mayaIsBackFacing" ref="mayaIsBackFacing" />
            <fragment_ref name="mayaIrradiance" ref="mayaIrradiance" />
            <fragment_ref name="mayaLightSelector16" ref="mayaLightSelector16" />
            <fragment_ref name="mayafloat3PassThrough58" ref="mayafloat3PassThrough" />
    </fragments>
    <connections>
        <connect from="mayafloat3PassThrough59.mayafloat3PassThrough" to="phong_1.Nw" name="Nw" />
        <connect from="mayaIrradiance.Ld" to="phong_1.Lw" name="Lw" />
        <connect from="mayaIrradiance.Ls" to="phong_1.HLw" name="HLw" />
        <connect from="mayaIrradiance.diffuseI" to="phong_1.diffuseI" name="diffuseI" />
        <connect from="mayaIrradiance.specularI" to="phong_1.specularI" name="specularI" />
        <connect from="mayaIrradiance.Ls" to="phong_1.SLw" name="SLw" />
        <connect from="mayafloat3PassThrough58.mayafloat3PassThrough" to="phong_1.ambientIn" name="ambientIn" />
        <connect from="mayaNormalFlip.mayaNormalFlip" to="mayafloat3PassThrough59.input" name="Nw" />
        <connect from="mayaIsBackFacing.mayaIsBackFacing" to="mayaNormalFlip.isBackFacing" name="isBackFacing" />
        <connect from="mayaLightSelector16.mayaLightSelector16" to="mayaIrradiance.irradiance" name="irradiance" />
    </connections>
    <properties>
        <undefined  name="GPUStage" ref="phong_1.GPUStage" semantic="GPUStage" />
        <float3  name="Nw" ref="mayaNormalFlip.Nw" flags="varyingInputParam" />
        <float  name="facingFactor" ref="mayaIsBackFacing.facingFactor" semantic="SV_FACE" />
        <float  name="mayaNormalMultiplier" ref="mayaNormalFlip.mayaNormalMultiplier" />
        <bool  name="isSingleSided" ref="mayaNormalFlip.isSingleSided" />
        <int  name="selectionIndex" ref="mayaLightSelector16.selectionIndex" />
        <struct  name="light0" ref="mayaLightSelector16.light0" />
        <struct  name="light1" ref="mayaLightSelector16.light1" />
        <struct  name="light2" ref="mayaLightSelector16.light2" />
        <struct  name="light3" ref="mayaLightSelector16.light3" />
        <struct  name="light4" ref="mayaLightSelector16.light4" />
        <struct  name="light5" ref="mayaLightSelector16.light5" />
        <struct  name="light6" ref="mayaLightSelector16.light6" />
        <struct  name="light7" ref="mayaLightSelector16.light7" />
        <struct  name="light8" ref="mayaLightSelector16.light8" />
        <struct  name="light9" ref="mayaLightSelector16.light9" />
        <struct  name="light10" ref="mayaLightSelector16.light10" />
        <struct  name="light11" ref="mayaLightSelector16.light11" />
        <struct  name="light12" ref="mayaLightSelector16.light12" />
        <struct  name="light13" ref="mayaLightSelector16.light13" />
        <struct  name="light14" ref="mayaLightSelector16.light14" />
        <struct  name="light15" ref="mayaLightSelector16.light15" />
        <float3  name="Vw" ref="phong_1.Vw" flags="varyingInputParam" />
        <float  name="phong_1diffuse" ref="phong_1.diffuse" />
        <float  name="phong_1translucence" ref="phong_1.translucence" />
        <float  name="phong_1translucenceDepth" ref="phong_1.translucenceDepth" />
        <float  name="phong_1translucenceFocus" ref="phong_1.translucenceFocus" />
        <float3  name="phong_1specularColor" ref="phong_1.specularColor" />
        <float  name="phong_1cosinePower" ref="phong_1.cosinePower" />
        <string  name="selector" ref="phong_1.selector" />
        <float3  name="phong_1color" ref="phong_1.color" />
        <float3  name="phong_1transparency" ref="phong_1.transparency" />
        <float3  name="phong_1ambientColor" ref="phong_1.ambientColor" />
        <float3  name="ambientIn" ref="mayafloat3PassThrough58.input" />
        <float3  name="phong_1incandescence" ref="phong_1.incandescence" />
        <float  name="phong_1reflectivity" ref="phong_1.reflectivity" />
        <float3  name="phong_1reflectedColor" ref="phong_1.reflectedColor" />
        <float  name="phong_1glowIntensity" ref="phong_1.glowIntensity" />
        <bool  name="phong_1hideSource" ref="phong_1.hideSource" />
        <float  name="phong_1matteOpacity" ref="phong_1.matteOpacity" />
        <int  name="phong_1matteOpacityMode" ref="phong_1.matteOpacityMode" />
        <float  name="extraOpacity" ref="phong_1.extraOpacity" />
        <bool  name="fogEnabled" ref="phong_1.fogEnabled" />
        <float3  name="Pm" ref="phong_1.Pm" />
        <float4x4  name="WorldViewProj" ref="phong_1.WorldViewProj" semantic="worldviewprojection" />
        <float  name="fogStart" ref="phong_1.fogStart" />
        <float  name="fogEnd" ref="phong_1.fogEnd" />
        <int  name="fogMode" ref="phong_1.fogMode" />
        <float  name="fogDensity" ref="phong_1.fogDensity" />
        <float4  name="fogColor" ref="phong_1.fogColor" />
    </properties>
    <values>
<float name="mayaNormalMultiplier" value="1.000000"  />
<bool name="isSingleSided" value="false"  />
<int name="selectionIndex" value="0"  />
<float name="phong_1diffuse" value="0.800000"  />
<float name="phong_1translucence" value="0.000000"  />
<float name="phong_1translucenceDepth" value="0.500000"  />
<float name="phong_1translucenceFocus" value="0.500000"  />
<float3 name="phong_1specularColor" value="0.500000,0.500000,0.500000"  />
<float name="phong_1cosinePower" value="20.000000"  />
<string name="selector" value="mayaLightSelector16"  />
<float3 name="phong_1color" value="0.500000,0.500000,0.500000"  />
<float3 name="phong_1transparency" value="0.000000,0.000000,0.000000"  />
<float3 name="phong_1ambientColor" value="0.000000,0.000000,0.000000"  />
<float3 name="phong_1incandescence" value="0.000000,0.000000,0.000000"  />
<float name="phong_1reflectivity" value="0.500000"  />
<float3 name="phong_1reflectedColor" value="0.000000,0.000000,0.000000"  />
<float name="phong_1glowIntensity" value="0.000000"  />
<bool name="phong_1hideSource" value="false"  />
<float name="phong_1matteOpacity" value="1.000000"  />
<int name="phong_1matteOpacityMode" value="2"  />
<float name="extraOpacity" value="1.000000"  />
<bool name="fogEnabled" value="false"  />
<float name="fogStart" value="0.000000"  />
<float name="fogEnd" value="92.000000"  />
<int name="fogMode" value="0"  />
<float name="fogDensity" value="0.100000"  />
<float4 name="fogColor" value="0.500000,0.500000,0.500000,1.000000"  />
    </values>
    <outputs>
        <struct  name="mayaSurfaceShaderOutput" ref="phong_1.mayaSurfaceShaderOutput" />
    </outputs>
</fragment_graph>