{
    "Plugins": [
        {
            "Info": {
                "Validators": {
                    "EncapsulationRulesValidator": {
                        "doc": "Connectable prims (e.g. Shader, Material, etc) can only be nested inside other Container-like Connectable prims. Container-like prims include Material, NodeGraph, Light, LightFilter. Shader is not a Container-like prim."
                    }, 
                    "MaterialBindingApiAppliedValidator": {
                        "doc": "Verify a prim has the MaterialBindingAPI applied if it has a material binding relationship."
                    }, 
                    "MaterialBindingCollectionValidator": {
                        "doc": "Verify that a collection defining a material binding is well-formed", 
                        "schemaTypes": [
                            "MaterialBindingAPI"
                        ]
                    }, 
                    "MaterialBindingRelationships": {
                        "doc": "All properties named 'material:binding' or in that namespace should be relationships."
                    },
                    "NormalMapTextureValidator" : {
                        "doc": "UsdUVTexture nodes that feed the _inputs:normals_ of a UsdPreviewSurface must ensure that the data is encoded and scaled properly. Specifically, since normals are expected to be in the range [(-1,-1,-1), (1,1,1)], the Texture node must transform 8-bit textures from their [0..1] range by setting its _inputs:scale_ to (2, 2, 2, 1) and _inputs:bias_ to (-1, -1, -1, 0). Normal map data is commonly expected to be linearly encoded.  However, many image-writing tools automatically set the profile of three-channel, 8-bit images to SRGB.  To prevent an unwanted transformation, the UsdUVTexture's _inputs:sourceColorSpace_ must be set to raw.",
                        "schemaTypes": [
                            "UsdShadeShader"
                        ]
                    },
                    "ShaderSdrCompliance": {
                        "doc": "Shader prim's input types must be conforming to their appropriate sdf types in the respective sdr shader.", 
                        "schemaTypes": [
                            "UsdShadeShader"
                        ]
                    }, 
                    "SubsetMaterialBindFamilyName": {
                        "doc": "Geom subsets with authored material bindings should have the 'materialBind' family name.", 
                        "keywords": [
                            "UsdGeomSubset"
                        ], 
                        "schemaTypes": [
                            "UsdGeomSubset"
                        ]
                    }, 
                    "SubsetsMaterialBindFamily": {
                        "doc": "Geom subsets of the 'materialBind' family should have a restricted family type.", 
                        "keywords": [
                            "UsdGeomSubset"
                        ], 
                        "schemaTypes": [
                            "UsdGeomImageable"
                        ]
                    }, 
                    "keywords": [
                        "UsdShadeValidators"
                    ]
                }
            }, 
            "LibraryPath": "../../usd_usdShadeValidators.dll", 
            "Name": "usdShadeValidators", 
            "ResourcePath": "resources", 
            "Root": "..", 
            "Type": "library"
        }
    ]
}
