用的是之前排除反射的OSL,只不过这里是把“cam”选项关掉,这样体积雾中的漫射光没了


raytype_contribution.osl

shader raytype_contribution(
   float cam = 1 [[string label = "Camera", float min=0, float max=1]],
   float shad = 1 [[string label = "Shadow", float min=0, float max=1]],
   float AO = 1 [[string label = "Ambient occlusion", float min=0, float max=1]],
   float diff = 1 [[string label = "Diffuse", float min=0, float max=1]],
   float refl = 1 [[string label = "Reflection", float min=0, float max=1]],
   float refr = 1 [[string label = "Refraction", float min=0, float max=1]],
   output color c = 0
    )
{
    c = cam*raytype("camera") + shad*raytype("shadow") + AO*raytype("AO")
    + diff*raytype("diffuse") + refl*raytype("reflection") + refr*raytype("refraction");
}