Sub-Shaders and TexturesΒΆ

Sub-Shaders are shading nodes designed to be used in the RenderGraph, to extend the shader attributes. For instance, it is possible to replace the 'Diffuse > Color' attribute with a texture instead of a plain color.

Guerilla Render is shipped with several sub-shaders, such as Texture, Bump texture or procedural textures. See the Library chapter to get a complete documentation on each sub-shader.

You can create your own sub-shader by creating/importing/copying a shading node into your scene. The sub-shader will be visible in the sub-shader drop down list, as if it was directly in the library. If the sub-shader has the same name than the library sub-shader (like 'Texture'), the sub-shader in the scene will override the sub-shader from the library. You can also store your utility shaders into the attributes folder of your custom libraries. Assign a sub-shader

  1. Click the button to connect a sub-shader to an attribute.
  2. Choose a sub-shader type in the list (like 'Texture').
  3. Edit the sub-shader attributes.
Assign Textures

  1. Drag'n drop a texture file from a file explorer over the original control.
  2. A texture sub-shader is assigned to the shader attribute using this bitmap.
Remove a sub-shader
  1. Click the button next to the shader name to remove this texture node.
Create a sub-shader network

Alternatively, you can create a shading network to express any shader attribute.

  1. Drag and drop the name of the parameter you want to control into any view.

  2. This operation turns the shader attribute into a shading network and open the view into this network.

  3. Create a new shading network.

To edit a sub-shader network again, drag and drop the 'Shader' header of the parameter into any window, or drag and drop it from the Node List.

Though it is possible to use common bitmap files as textures, Guerilla will convert them into .tex texture files which are optimized for rendering time access. See the TD Guide/Technical Notes/Working With Textures section to know more on how to handle textures in a production pipeline.