- Lens shader.
Attaches to camera.
- Surface shader. For surface
effects (Blinn, Phong, and so on). Attaches to Shading Group.
- Light shader. For lighting
style (point, spot, and so on), and shadowing controls. Attaches to light.
- Shadow shader.
Called when a shadow ray hits
an object. Overrides the appearance of the object to shadow rays
(color, transparency). Attaches to Shading group.
- Volume Shader.
Handles rays
passing through objects. Attaches to Shading Group (or to Camera for Environment
Fog).
- Geometry shaders.
Calle d prior to rendering for rendering.
Attaches to transform
node.
- Displacement shader.
Same as Maya,
displaces surface geometry. Attaches to Shading Group.
- Output shader. For post
effects (glow, 2D blur, DOF, and so on). Attaches to camera, attaches to
multiple shaders,
control order of execution.
- Contour shading. 2 Global shaders,
1 shader on
object, attaches to Shading group.
- Photon / photon volume shaders.
Describe how photons are scattered/absorbed. Not commonly overridden. Attaches
to Shading Group.