GLSL
This node can be used to load GLSL shaders (.frag, .glsl files), V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. See the V-Ray GLSL page for more detailed description of the language and examples. This node is the first stage of the V-Ray implementation of GLSL support. In this version, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled to machine code for faster rendering. Clamp Result - determines whether to force the result in the [0, Clamp Value] range or not. Clamp Value - specifies the upper clamp limit if Clamp Result is enabled.
Max Ray Depth - specifies the maximum reflection/refraction depth for the shader. Shader File - specifies the .glsl, .frag, or .pfrag file which contains the shader code. Shader Node - specifies a custom name for the shader node
Transparency - override the alpha if Use Shader Alpha off. You can use either a single color or a texture for that parameter.
Transparency Tex Mult - a multiplier for the Transparency parameter when a texture is used
Use Shader Alpha - use the alpha calculated in the shader. |