Hi,
I am trying to extend the lights in Storm by having a custom area light with its own glslfx shader in C++ code.
I am trying to do it externally, without modifying Storm’s code, but so far I did not succeed.
Is there a way to do so ?
I was thinking about having a new HdTask that will apply only to a certain type of light with a custom token and it would provide the light shader and its context for this type of light with its own glslfx file.
But it doesn’t work because Storm is filtering the lights tokens by checking the supported sprim types in OpenUSD/pxr/imaging/hdSt/renderDelegate.cpp at 59992d2178afcebd89273759f2bddfe730e59aa8 · PixarAnimationStudios/OpenUSD · GitHub
Is there a way to work around this and achieve providing a custom glslfx light shader ?
Thank you.
Regards,
David Lanier