You can use custom code nodes to handle whatever you want within full ShaderFX I've ported the diffuse and specular IBL models found in the substance designer shaders to ShaderFX successfully this way and they work great. Obviously you need to understand vaguely how the code works but it's not that hard Edit. It did mean…
Thanks for your lights poopipe, you kinda confirm what i thought. - if you want the full featured context + metalic/roughness workflow, you have to do your own shader - metallic/roughness without custom shader is possible only with the restricted / lock up stingray context I will not try to ask myself why AD has made this…
It's a lot easier to handle image composition and lighting in ShaderFX than it is to write your own The stingray material is locked off because it was designed for stingray only. I assume the node list is different because those are nodes that can be compiled into real runtime shaders in engine (I don't know that for sure,…