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<fragment_graph  name="Maya_3D_Renderer" ref="Maya_3D_Renderer" class="FragmentGraph" version="1.0" feature_level="0" >
    <fragments>
            <fragment_ref name="Maya_PostEffects" ref="Maya_PostEffects" />
            <fragment_ref name="DrawPreUIOption" ref="DrawPreUIOption" />
            <fragment_ref name="Operator_IfElse_RenderTarget_0" ref="Operator_IfElse_RenderTarget" />
            <fragment_ref name="OffscreenTarget_0_0" ref="NPR_OffscreenTarget_Imp" />
            <fragment_ref name="HoldOutPasses" ref="HoldOutPasses" />
            <fragment_ref name="Operator_IfElse_RenderTarget" ref="Operator_IfElse_RenderTarget" />
            <fragment_ref name="DrawPostUIOption" ref="DrawPostUIOption" />
            <fragment_ref name="maya_DepthPrePass" ref="maya_DepthPrePass" />
            <fragment_ref name="FinalTarget" ref="TargetPassThrough" />
            <fragment_ref name="MayaShadedBeauty" ref="MayaShadedBeauty" />
            <fragment_ref name="Maya_IfAnyEffects" ref="Maya_IfAnyEffects" />
            <fragment_ref name="mayaSimpleBlitScript" ref="mayaSimpleBlitScript" />
    </fragments>
    <connections>
        <connect from="MayaShadedBeauty.output" to="Maya_PostEffects.sceneBuffer" name="sceneBuffer" />
        <connect from="MayaShadedBeauty.output" to="Maya_PostEffects.maya_SceneNormalFinal" name="maya_SceneNormalFinal" />
        <connect from="Maya_IfAnyEffects.noEffects" to="DrawPreUIOption.b" name="b" />
        <connect from="Maya_IfAnyEffects.anyEffects" to="Operator_IfElse_RenderTarget_0.value" name="value" />
        <connect from="Maya_PostEffects.output" to="Operator_IfElse_RenderTarget_0.a" name="a" />
        <connect from="MayaShadedBeauty.output" to="Operator_IfElse_RenderTarget_0.b" name="b" />
        <connect from="Operator_IfElse_RenderTarget.res" to="HoldOutPasses.a" name="a" />
        <connect from="Operator_IfElse_RenderTarget.res" to="HoldOutPasses.final" name="final" />
        <connect from="maya_DepthPrePass.opaquedepthtexture" to="HoldOutPasses.opaquedepthtexture" name="opaquedepthtexture" />
        <connect from="Maya_IfAnyEffects.noEffects" to="Operator_IfElse_RenderTarget.value" name="value" />
        <connect from="FinalTarget.output" to="Operator_IfElse_RenderTarget.a" name="a" />
        <connect from="mayaSimpleBlitScript.output" to="Operator_IfElse_RenderTarget.b" name="b" />
        <connect from="Maya_IfAnyEffects.noEffects" to="DrawPostUIOption.noEffects" name="noEffects" />
        <connect from="HoldOutPasses.res" to="MayaShadedBeauty.final" name="final" />
        <connect from="DrawPreUIOption.res" to="MayaShadedBeauty.drawUI" name="drawPreUI" />
        <connect from="DrawPostUIOption.output" to="MayaShadedBeauty.drawUIList" name="drawUIList" />
        <connect from="maya_DepthPrePass.depthOut" to="MayaShadedBeauty.preZ" name="preZ" />
        <connect from="maya_DepthPrePass.opaquedepthtexture" to="MayaShadedBeauty.opaquedepthtexture" name="opaquedepthtexture" />
        <connect from="FinalTarget.output" to="mayaSimpleBlitScript.input" name="input" />
        <connect from="OffscreenTarget_0_0.output" to="mayaSimpleBlitScript.final" name="final" />
    </connections>
    <properties>
        <bool  name="ssaoEnabled" ref="Maya_IfAnyEffects.ssaoEnabled" />
        <bool  name="mbEnabled" ref="Maya_IfAnyEffects.mbEnabled" />
        <bool  name="dofEnabled" ref="Maya_IfAnyEffects.dofEnabled" />
        <countedObject  name="postEffectList" ref="Maya_IfAnyEffects.postEffectList" />
        <countedObject  name="advancedEffectList" ref="Maya_IfAnyEffects.advancedEffectList" />
        <countedObject  name="opaqueUIList" ref="Maya_PostEffects.opaqueUIList" />
        <countedObject  name="opaqueUI2DList" ref="Maya_PostEffects.opaqueUI2DList" />
        <countedObject  name="transparentBitmapsList" ref="Maya_PostEffects.transparentBitmapsList" />
        <countedObject  name="transparentUIList" ref="Maya_PostEffects.transparentUIList" />
        <countedObject  name="transparentUI2DList" ref="Maya_PostEffects.transparentUI2DList" />
        <countedObject  name="xrayUIList" ref="Maya_PostEffects.xrayUIList" />
        <camera  name="camera" ref="Maya_PostEffects.camera" />
        <camera  name="camera2D" ref="Maya_PostEffects.camera2D" />
        <world  name="preOpaqueUIList" ref="Maya_PostEffects.opaqueUIList" />
        <world  name="preTransparentUIBitmapsList" ref="Maya_PostEffects.transparentBitmapsList" />
        <world  name="preTransparentUIList" ref="Maya_PostEffects.transparentUIList" />
        <countedObject  name="nonPostEffectList" ref="Maya_PostEffects.nonPostEffectList" />
        <target  name="maya_DOFEffect_final" ref="Maya_PostEffects.final" />
        <target  name="finalDesc" ref="Maya_PostEffects.finalDesc" />
        <target  name="maya_MotionBlurEffectV1_final" ref="Maya_PostEffects.final" />
        <target  name="Maya_SSAO_Beauty_final" ref="Maya_PostEffects.final" />
        <float4  name="viewport" ref="Maya_PostEffects.viewport" />
        <world  name="quadDrawUIList" ref="MayaShadedBeauty.quadDrawUIList" />
        <countedObject  name="quadDrawShadedList" ref="MayaShadedBeauty.quadDrawShadedList" />
        <countedObject  name="transpList" ref="MayaShadedBeauty.transpList" />
        <countedObject  name="unsupportedTranspList" ref="MayaShadedBeauty.unsupportedTranspList" />
        <countedObject  name="opaqueList" ref="MayaShadedBeauty.opaqueList" />
        <countedObject  name="holdOutList" ref="HoldOutPasses.holdOutList" />
        <target  name="final" ref="FinalTarget.input" />
        <int  name="clearFlag" ref="mayaSimpleBlitScript.clearFlag" />
        <float4  name="clearColor" ref="mayaSimpleBlitScript.clearColor" />
        <float  name="clearZ" ref="mayaSimpleBlitScript.clearZ" />
        <int  name="clearStencil" ref="mayaSimpleBlitScript.clearStencil" />
        <bool  name="disableAlpha" ref="mayaSimpleBlitScript.disableAlpha" />
        <bool  name="verticalFlip" ref="mayaSimpleBlitScript.verticalFlip" />
        <bool  name="evaluateAll" ref="Operator_IfElse_RenderTarget.evaluateAll" />
        <target  name="depth" ref="HoldOutPasses.depth" />
        <effectInstance  name="materialOverrideInstance" ref="HoldOutPasses.materialOverrideInstance" />
        <bool  name="drawOpaqueList" ref="HoldOutPasses.drawOpaqueList" />
        <bool  name="opaqueListsEmpty" ref="HoldOutPasses.opaqueListsEmpty" />
        <bool  name="enableLineAA" ref="HoldOutPasses.enableLineAA" />
        <bool  name="quadDrawAlwaysOnTop" ref="MayaShadedBeauty.quadDrawAlwaysOnTop" />
        <bool  name="drawUIList" ref="HoldOutPasses.drawUIList" />
        <bool  name="drawTransparentList" ref="HoldOutPasses.drawTransparentList" />
        <bool  name="transpListsEmpty" ref="HoldOutPasses.transpListsEmpty" />
        <float4  name="scissorRect" ref="HoldOutPasses.scissorRect" />
        <bool  name="backfaceTransparency" ref="HoldOutPasses.backfaceTransparency" />
        <bool  name="highPrecisionTarget" ref="HoldOutPasses.highPrecisionTarget" />
        <bool  name="useZPrePass" ref="maya_DepthPrePass.useZPrePass" />
        <string  name="drawAgents" ref="maya_DepthPrePass.drawAgents" />
        <bool  name="listEmpty" ref="HoldOutPasses.listEmpty" />
        <target  name="evaluate5" ref="HoldOutPasses.evaluate5" evaluatedByOwner="true"  />
        <target  name="evaluate6" ref="HoldOutPasses.evaluate6" evaluatedByOwner="true"  />
        <target  name="evaluate7" ref="HoldOutPasses.evaluate7" evaluatedByOwner="true"  />
        <target  name="evaluate8" ref="HoldOutPasses.evaluate8" evaluatedByOwner="true"  />
        <string  name="PreUIDrawAgents" ref="MayaShadedBeauty.drawAgents" />
        <bool  name="isPreUI" ref="MayaShadedBeauty.isPreUI" />
        <bool  name="drawPreUI" ref="DrawPreUIOption.a" />
        <bool  name="drawPostUI" ref="DrawPostUIOption.drawPostUI" />
        <bool  name="Maya_NDRenderer_Front_FrontFaces" ref="Maya_PostEffects.FrontFaces" />
        <bool  name="EnableSSAO" ref="Maya_PostEffects.EnableNormalDepth32" />
        <bool  name="SupportsClipping" ref="Maya_PostEffects.SupportsClipping" />
        <target  name="backFaceDepth" ref="Maya_PostEffects.backFaceDepth" />
        <int  name="SampleCount" ref="Maya_PostEffects.SampleCount" />
        <float  name="SampleRadius" ref="Maya_PostEffects.SampleRadius" />
        <int  name="BlurAmount" ref="Maya_PostEffects.BlurAmount" />
        <bool  name="BlurDouble" ref="Maya_PostEffects.BlurDouble" />
        <float  name="CompositeFactor" ref="Maya_PostEffects.CompositeFactor" />
        <float3  name="CompositeColor" ref="Maya_PostEffects.CompositeColor" />
        <float  name="shutterOpenFraction" ref="Maya_PostEffects.shutterOpenFraction" />
        <bool  name="useQuadraticMotionBlur" ref="Maya_PostEffects.useQuadraticMotionBlur" />
        <float  name="zThreshold" ref="Maya_PostEffects.zThreshold" />
        <int  name="blurStepCount" ref="Maya_PostEffects.blurStepCount" />
        <float  name="motionFadeAmt" ref="Maya_PostEffects.motionFadeAmt" />
        <float  name="motionFadeEmphasis" ref="Maya_PostEffects.motionFadeEmphasis" />
        <float4  name="motionFadeTint" ref="Maya_PostEffects.motionFadeTint" />
        <bool  name="motionBlurDebugOn" ref="Maya_PostEffects.motionBlurDebugOn" />
        <float  name="alpha" ref="Maya_PostEffects.alpha" />
        <float  name="focusDistance" ref="Maya_PostEffects.focusDistance" />
        <float  name="cocAtInfinity" ref="Maya_PostEffects.cocAtInfinity" />
        <float  name="maxCocScale" ref="Maya_PostEffects.maxCocScale" />
        <int  name="sampleSpacing1" ref="Maya_PostEffects.sampleSpacing1" />
        <int  name="searchRadius1" ref="Maya_PostEffects.searchRadius1" />
        <float  name="acceptThreshold" ref="Maya_PostEffects.acceptThreshold" />
        <int  name="sampleSpacing2" ref="Maya_PostEffects.sampleSpacing2" />
        <int  name="searchRadius2" ref="Maya_PostEffects.searchRadius2" />
        <float  name="spreadScale" ref="Maya_PostEffects.spreadScale" />
        <bool  name="debugOn" ref="Maya_PostEffects.debugOn" />
    </properties>
    <values>
<bool name="dofEnabled" value="false"  />
<float4 name="viewport" value="0.000000,0.000000,1.000000,1.000000"  />
<int name="clearFlag" value="7"  />
<float4 name="clearColor" value="0.000000,0.000000,0.000000,0.000000"  />
<float name="clearZ" value="1.000000"  />
<int name="clearStencil" value="0"  />
<bool name="disableAlpha" value="false"  />
<bool name="verticalFlip" value="false"  />
<bool name="drawOpaqueList" value="true"  />
<bool name="opaqueListsEmpty" value="true"  />
<bool name="enableLineAA" value="false"  />
<bool name="quadDrawAlwaysOnTop" value="false"  />
<bool name="drawUIList" value="true"  />
<bool name="drawTransparentList" value="true"  />
<bool name="transpListsEmpty" value="true"  />
<float4 name="scissorRect" value="0.000000,0.000000,1.000000,1.000000"  />
<bool name="backfaceTransparency" value="true"  />
<bool name="highPrecisionTarget" value="false"  />
<bool name="useZPrePass" value="true"  />
<string name="drawAgents" value="RealizeBoxAgent,SwapAgent,TextureAgent,OGSMayaNodeInstanceAgent,AttributeFilterAgent,MayaLODAgent,DrawAgent"  />
<bool name="listEmpty" value="true"  />
<string name="PreUIDrawAgents" value="RealizeBoxAgent,SwapAgent,DrawAgent"  />
<bool name="isPreUI" value="true"  />
<bool name="drawPreUI" value="true"  />
<bool name="drawPostUI" value="true"  />
<bool name="Maya_NDRenderer_Front_FrontFaces" value="true"  />
<bool name="EnableSSAO" value="true"  />
<bool name="SupportsClipping" value="false"  />
<int name="SampleCount" value="16"  />
<float name="SampleRadius" value="0.028107"  />
<int name="BlurAmount" value="8"  />
<bool name="BlurDouble" value="true"  />
<float name="CompositeFactor" value="0.940000"  />
<float3 name="CompositeColor" value="0.000000,0.000000,0.000000"  />
<float name="shutterOpenFraction" value="0.200000"  />
<bool name="useQuadraticMotionBlur" value="false"  />
<float name="zThreshold" value="0.080000"  />
<int name="blurStepCount" value="15"  />
<float name="motionFadeAmt" value="0.000000"  />
<float name="motionFadeEmphasis" value="0.000000"  />
<float4 name="motionFadeTint" value="1.000000,1.000000,1.000000,1.000000"  />
<bool name="motionBlurDebugOn" value="false"  />
<float name="alpha" value="0.607640"  />
<float name="focusDistance" value="5.000000"  />
<float name="cocAtInfinity" value="0.607640"  />
<float name="maxCocScale" value="5.000000"  />
<int name="sampleSpacing1" value="1"  />
<int name="searchRadius1" value="1"  />
<float name="acceptThreshold" value="0.050000"  />
<int name="sampleSpacing2" value="2"  />
<int name="searchRadius2" value="3"  />
<float name="spreadScale" value="1.000000"  />
<bool name="debugOn" value="false"  />
    </values>
    <outputs>
        <target  name="res" ref="Operator_IfElse_RenderTarget_0.res" />
    </outputs>
</fragment_graph>