#include <SlrCoShader.h>
A 'CoShader' provides arbitrary input values to another shader but also a full fragment Pixel output which allows easy chaining of multi-channel shaders together which is common for Nuke.
Normally there is only one surface shader per shading network which may an arbitrarily-large coshader input network feeding it. Surface shaders apply lighting calculations and are the final shading point before fragment integration.
See SlrSurfaceShader and SlrLightShader for surface & light shading specifics.
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