## CreateShaderFromProgID

### Introduced

v7.0

### Description

Adds a Shader to a render tree based on the specified Shader.ProgID.

### Scripting Syntax

    oReturn = CreateShaderFromProgID( ProgID, [Container], Name );

### Return Value

The new Shader object.

### Parameters

Parameter | Type | Description
--- | --- | ---
ProgID | String | Identify the shader to add by its Shader.ProgID. You can also create shader compounds if you supply a valid shader compound ProgID.
Container | Selection list | The shader compound or material to which we're adding the node. Default Value: If not specified, the user is prompted to select a shader container.
Name | String | Name for the new shader

### Examples

#### JScript Example

    //
    //      This example demonstrates how to use the CreateShaderFromProgID command
    //
    NewScene(null, false);
    CreatePrim("Sphere", "MeshSurface");
    // Create an Image Shader using its ProgID and nest it under the material
    CreateShaderFromProgID( "Softimage.txt2d-image-explicit.1",
            "Sources.Materials.DefaultLib.Scene_Material", "Image");
    SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Image",
            "Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", false);
    CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null);
    // Create a Fractal Shader using its ProgID and nest it under the shader compound.
    CreateShaderFromProgID( "Softimage.txt3d-fractal_v3.1",
            "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", "Fractal");
    SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal",
            "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false);
    // Application.LogMessage GetProgID on the shader compound before exporting it
    // You should get "XSIRTCOMPOUND" as the progid. It means the compound have not been exported
    // and the compound properties does not match the ones of an existing compound.
    var shaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
    Application.LogMessage( shaderCompound.ProgID );
    //Export the shader compound
    var exportPath = XSIUtils.BuildPath( Application.InstallationPath(siUserPath), "Data",
            "RTCompounds", "XSIDOC_PhongSpecFractal.xsirtcompound" );
    //Ensure the path exists
    XSIUtils.EnsureFolderExists( exportPath, true );
    SetShaderCompoundPropertiesEx("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound",
            239, "XSIDOC_PhongSpecFractal", "Test Shaders", "Test for creation of compounds from progid",
            "SDK Doc", null, "", 1);
    ExportShaderCompound("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound",exportPath);
    // Application.LogMessage GetProgID on the shader compound, you should get a valid ProgID.
    var shaderCompound = GetValue("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound");
    Application.LogMessage( shaderCompound.ProgID );
    // Create a shader compound by ProgID and nest it under the material.
    CreateShaderFromProgID( "XSIRTCOMPOUND.XSIDOC_PhongSpecFractal.1.0",
            "Sources.Materials.DefaultLib.Scene_Material", "ReferencedShaderCompound");
    // Expected results:
    // INFO : XSIRTCOMPOUND
    // INFO : XSIRTCOMPOUND.XSIDOC_PhongSpecFractal.1.0

### See Also

CreateShaderFromPreset CreateShadersFromMaterialPreset CreateShaderFromCLSID CreateShaderCompound NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic