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.

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

- Drag'n drop a texture file from a file explorer over the original control.
 - A texture sub-shader is assigned to the shader attribute using this bitmap.
 
- Click the 
 button next to the shader name to remove this texture node.
 
Alternatively, you can create a shading network to express any shader attribute.
- Drag and drop the name of the parameter you want to control into any view.

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

 - Create a new shading network.
