This allows to use the output to influence other BSDFs, which has been requested for a long time.
Compatibility with the old node is preserved since value outputs connected to shader inputs now automatically get an Emission Closure for conversion.
There still are some things to do:
- There's no GPU shader yet. I don't know whether that's possible, but we should look into it.
- OSL isn't supported yet, maybe time for yet another texture name hack?
- In some cases there is some clearly visible banding in the first few samples, which suggests a RNG problem.
One downside of this is that if there is an AO node and the AO pass is enabled, the two will no longer share the computation.
Also, for full compatibility, if there was something connected to the color input, a MixRGB node has to be inserted by versioning.