ShaderFX is a real-time shader editor that allows you to easily create advanced viewport shaders by connecting different shading nodes. As you create your shader network, you can visualize the resulting materials real time in Viewport 2.0.
With this feature, artists and programmers can design shaders that match those of their game engine. Using your game assets and textures inside the Maya viewport is now made easier.
ShaderFX supports all of OpenGL, OpenGL Core Profile and DirectX 11, and you can freely switch modes within a shader graph.
Tessellation is currently only available in OpenGL Core Profile and DirectX 11 mode. You must have hardware texturing enabled ('6' mode or Shading > Hardware Texturing) to work with ShaderFX.
To get started, see Create a ShaderFX shader. For a beginner sample workflow, see ShaderFX introductory sample workflow. For a description of common ShaderFX nodes and sample applications, see Common ShaderFX nodes and applications.
You can also create and assign a physically based shader that respects the laws of physics and energy conservation. For more information regarding the Stingray PBS (physically based shader) node, see Create a Stingray Physically Based Shader.