Is there a way to access Transmission component from a Standard Shader and pass it through to a ramp, etc.? I'm trying to create a transparent screen effect, where geometry behind a surface is visible through it but with a grid filter, but I can't figure out any way to use the transmission component on its own without it being in a Standard Surface, which can't be piped into a ramp.
You can use a rayswitch to do something different for transmission rays. You can't get just the transmission contribution of a standard surface, unless you have a standard surface that does transmission only.
Not sure what you mean by grid filter?
Basically, trying to use the transmission component as an input to a ramp that generates a grid of circles whose size changes based on brightness (similar to a halftone effect) so that when you look through the transparent material, objects on the other side appear halftoned. Standard surface output cannot be piped into a ramp's input, so that's no go. Was hoping there was a utility I was missing that accesses the transmission component only.
You can't use rayswitch to do something different with the transmission rays that hit the object?
I can use rayswitch to switch to another shader, but I can't use it to access the transmission component and pipe into a shader using it. Basically, I'm trying to run a halftone filter over everything that pass through the transparent object, so that there's no hard edges on the boundaries of objects viewed through it. Essentially treating the transmission component as a texture that I can pass into a shader network. I cannot find any way to do that.
You can't get just the transmission contribution of a standard surface, unless you have a standard surface that does transmission only.
And there's no way to take the output of a Standard Surface and pipe it into a ramp (or any other RGB input) correct? No conversion between a Shader and a Texture?
No, standard surface returns a closure, not a color. And there's no way to convert the closure to an rgb value.