Returns the shading model of this material as one of the values
of the siShadingModel enum. It is
usually not possible to exactly represent the mental ray shaders
attached to a material in OpenGL. However, Softimage tries to guess
the best OpenGL shading model to approximate these shaders.
Softimage chooses a shading model based on specific markings on
shader parameters provided by the shader developer (using the ui
"mapping" = "guid" syntax in the SPDL). These markings tell
Softimage if a parameter can be interpreted as a diffuse color, a
specular color, etc. Based on the presence or absence of these
markings, Softimage guesses a shading model. For example, if there
is a diffuse, specular, and ambient-like parameter, Softimage
chooses the Phong shading model (which in OpenGL, is actually
Gouraud). If only diffuse and ambient-like parameters are present,
Lambert would be used instead (since the Lambert shading model does
not have a specular color). If only ambient is present, Constant is
used.