I have three texture mapped objects in a scene. The rendering of each needs to effect just one color channel of the final image. I’m currently able to accomplish this by assigning each to a separate render layer and combining them the compositor. Is it possible to achieve this with just shader logic?
The hope is to produce a reasonable looking image in the 3D view.
The objects are currently using Emissive Transparent materials to give “Shadeless” behavior.
An example blender file is available at: https://github.com/BrianSwift/JunoCam/blob/master/Juno3D/P00_102c.blend
Additional solutions that work in BI or EEVEE would are also appreciated, but Cycles is needed because BI doesn’t have the equirectangular (panoramic) camera model.
Edit So, it's been over 3 years and I'm upgrading my workflow from 2.79b to 3.2, just adding this bump to see if anyone has suggestion for alternate/better way to accomplish task.