It's not completely clear to me
what exactly is possible with Substance Painter's customizable GLSL shader. I understand that this is a GLSL API with limited scope, and a library of useful tools to help us achieve more advanced shaders in the viewport - but is it limited to just the basic Metal-Roughness and Specular outputs?
For example, in the Surface Shader API page of the documentation,
a list of functions is provided that gives us some level of access to the BSDF/Fragment Shader. Is this list the
only outputs we're able to send to the GL Frag?? So do I have a limited BSDF?
The functions listed are:
- alphaOutput
- diffuseShadingOutput
- specularShadingOutput
- emissiveColorOutput
- albedoOutput
- sssCoefficientOutput
There's only one 'specularShadingOutput' - so
does this mean I'm only able to have one layer of Specularity in the BSDF? What if I wanted to add a second specular BSDF layer, say for clear coat or sheen? I know that Adobe has provided a Clear Coat shader - however, is this something I could re-create myself with the Shader API? Or is the API too limited?
Thanks in advanced!