All stages of work strongly defined in both shaders h_LightPro and h_ShaderPro. For usual workflow baking of point clouds is done in "bake" pass and then applied in "final" pass. Photon emission is performed in photon pass and then separately applied in ptfilter utility job for the photon map calculation.Both shaders are written in new rsl-2.0 shading style. All stages of shading evaluation are strongly separated on "construct", "begin", "displacement", "opacity", "prelighting" and "lighting" methods and conceived for using in REYES re-render strategy.
Besides standard shading components like Diffuse (Lambert, Oren-Nayar), Speculars (Rim, Phong, Blinn, Ward Anisotropic), Reflection, SSS shader supports point based Global Illumination (color bleeding, occlusion), Subsurface Scattering, Glossy Reflection.