The following is an XML file for a fragment graph of a shading network rooted at phong1(type: phong).
<!-- Copyright 2014 Autodesk, Inc. All rights reserved. Use of this software is subject to the terms of the Autodesk license agreement provided at the time of installation or download, or which otherwise accompanies this software in either electronic 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>