Quote from: Matt on September 06, 2018, 04:38:27 PM
Can you give a concrete example of what you're trying to do?
Sometimes I'll create low displacement shaders for surface detailing. Sometimes I than use that setups colour, instead of rebuilding it, for other things, such as fake stones, without the displacement causing exploding before I add appropriate surface displacement at the fake stones scale.
Another instance is I have been doing a lot of custom reflections, and when you merge reflections and such and have them applied via a Child Node, their BG colour is black, so I'd like to provide the correct reflection surface colour
without adding more displacement to the overall Surface Layer.
Basically the shader would just be the "colour function" of a surface layer, I'd imagine. It takes the colour from input, but no displacement, and could have the diffuse slider just for customization. Wouldn't hurt instead of just solid 1 diffusion.