Go to: Related nodes. Attributes.
Use a Layered Shader to combine two or more shaders into a
single shader, or to combine two or more textures into a single
texture.
To do this, connect the Out Color attribute of two or more shaders
(or textures) to the Color attribute of this node. Then use the
Transparency attribute for each input color to control its
contribution to the output color of this node. You can also connect
the Out Transparency attribute of the other shaders to the
Transparency attribute of this shader. These transparency values
will then determine the contribution of each input shader to this
Layered Shader. Similarly, the Out Glow attributes of other shaders
can be connected to the Glow attribute of this shader. These glow
value will be combined, just like the colors. In the table below,
important attribute have their names indicated in bold in
the description column.
This node is MP safe
Node name |
Parents |
Classification |
MFn type |
Compatible function sets |
layeredShader |
node
|
shader/surface |
kLayeredShader |
kBase
kNamedObject
kDependencyNode
kLayeredShader |
Related nodes
lambert, reflect, phongE,
phong, blinn,
anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, useBackground, defaultShaderList, shadingMap
Attributes (41)
color, colorB, colorG,
colorR, compositingFlag, glowColor, glowColorB, glowColorG, glowColorR, hardwareColor, hardwareColorB, hardwareColorG, hardwareColorR, hardwareShader, hardwareShaderB, hardwareShaderG, hardwareShaderR, inputs, matteOpacity, matteOpacityMode, outColor, outColorB, outColorG, outColorR, outGlowColor, outGlowColorB, outGlowColorG, outGlowColorR, outMatteOpacity, outMatteOpacityB, outMatteOpacityG, outMatteOpacityR, outTransparency, outTransparencyB, outTransparencyG, outTransparencyR, renderPassMode, transparency, transparencyB, transparencyG, transparencyR
Long name (short name) |
Type |
Default |
Flags |
|
compositingFlag
(cf ) |
enum |
0 |
    |
|
inputs
(cs ) |
compound |
n/a |
     |
|
|
transparency
(t ) |
float3 |
|
    |
|
transparencyR
(tr ) |
float |
1.0 |
     |
|
|
transparencyG
(tg ) |
float |
1.0 |
     |
|
|
transparencyB
(tb ) |
float |
1.0 |
     |
|
|
|
glowColor
(g ) |
float3 |
|
    |
|
glowColorR
(gr ) |
float |
0.0 |
     |
|
|
glowColorG
(gg ) |
float |
0.0 |
     |
|
|
glowColorB
(gb ) |
float |
0.0 |
     |
|
|
|
renderPassMode
(rpm ) |
enum |
1 |
     |
|
hardwareColor
(hc ) |
float3 |
|
   |
|
hardwareColorR
(hcr ) |
float |
0.5 |
   |
|
|
hardwareColorG
(hcg ) |
float |
0.5 |
   |
|
|
hardwareColorB
(hcb ) |
float |
0.5 |
   |
|
|
hardwareShader
(hws ) |
float3 |
|
   |
|
hardwareShaderR
(hwr ) |
float |
0.0 |
   |
|
|
hardwareShaderG
(hwg ) |
float |
0.0 |
   |
|
|
hardwareShaderB
(hwb ) |
float |
0.0 |
   |
|
|
outColor
(oc ) |
float3 |
|
  |
|
outColorR
(ocr ) |
float |
0.0 |
  |
|
|
outColorG
(ocg ) |
float |
0.0 |
  |
|
|
outColorB
(ocb ) |
float |
0.0 |
  |
|
|
outTransparency
(ot ) |
float3 |
|
  |
|
outTransparencyR
(otr ) |
float |
0.0 |
  |
|
|
outTransparencyG
(otg ) |
float |
0.0 |
  |
|
|
outTransparencyB
(otb ) |
float |
0.0 |
  |
|
|
outGlowColor
(ogc ) |
float3 |
|
  |
|
outGlowColorR
(ogr ) |
float |
0.0 |
  |
|
|
outGlowColorG
(ogg ) |
float |
0.0 |
  |
|
|
outGlowColorB
(ogb ) |
float |
0.0 |
  |
|
|
matteOpacityMode
(mom ) |
enum |
2 |
    |
|
matteOpacity
(mog ) |
float |
1.0 |
     |
|
outMatteOpacity
(omo ) |
float3 |
|
  |
|
outMatteOpacityR
(omor ) |
float |
0.0 |
  |
|
|
outMatteOpacityG
(omog ) |
float |
0.0 |
  |
|
|
outMatteOpacityB
(omob ) |
float |
0.0 |
  |
|