Using built-in render shaders

Below is a complete list of all the REDsdk render shaders. All of them are children of the base RED::RenderShader class and can be added in a material pass.

Shader nameDescriptionSnapshot
Ray-tracer setup shaders
Reflection / Refraction ray deviation shaders:
Engine shaders that define the direction of reflection and refraction vectors at the interface with a surface.
GI specification shaders:
Engine shaders that defines the diffuse property, reflectivity and refractivity of a material for global illumination processing.
Performance shader:
Engine shaders that defines the threshold below which we can ignore a lighting or ray-tracing contribution and therefore save time.
Reflection blending shader:
Adds the contribution of ray-traced reflections to an image. Supports specular and reflectivity maps. Supports Fresnel based reflectance models.
Pre-lighting shaders
Ambient shader:
Implements a simple ambient and / or emissive lighting term. Supports ambient, emissive, transparency and base modulation maps. This shader reacts to the ambient light defined for the rendered scene.
Refraction effect shader:
this is a real-time rendering shader that fakes the refractions in real-time 3D applications.
Solid shader:
Implements a simple color / texture rendering. Supports color and transparency maps.
Vertex color shader:
Implements a per vertex shading color.
Lighting shaders
Lambert shader:
Implements a Lambertian lighting equation, using only a diffuse term contribution. Supports diffuse, bump and transparency maps.
Phong shader:
Implements the Phong lighting equation, featuring round specular highlights. Supports diffuse, bump, shininess, specular and transparency maps.
Anisotropic shader:
Implements an anisotropic lighting model, with stretched specular highlights. Supports diffuse, bump, shininess, specular, transparency, anisotropy and orientation maps.
Post-lighting shaders
Environmental shader:
Implements environmental mapping. Supports specular, reflectivity and bump maps. Supports Fresnel based reflectance model and can use auto-generated environment maps from the engine.
Miscellaneous shaders
Anti-aliasing filter shader:
Post-processing shader for anti-aliasing purposes. Uses Sobel kernel filters applied to the image.
Edge display shader:
Displays inner edges, border edges and contour edges. Supports manifold / non manifold topologies.
Section cutting shader:
Special shader used to display a mesh cut with a plane. See the Cutting geometries: a practical example tutorial to have details about this shader.
Text shader:
This shader displays a special kind of REDsdk texts, known as the 'textured texts'.
High performance viewport shader:
Fast viewport display shader. Displays meshes and / or edges, including per vertex sub-entity colors and a highlighting mechanism.
Logo / decal blending shader:
This simple pre-lighting shader displays a list of decal texture on a geometry.