Custom HLSL Shaders vs. Built-in PBR Engine

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Analyzing the latest dev clips, the PBR lighting is solid, but I'm looking at the possibility of injecting custom HLSL shaders for localized volumetric fog. Do we think the API will expose the rendering pipeline enough for this, or will we be limited to material-based adjustments?
Is there any confirmation on the shader language yet? If it's proprietary or heavily wrapped, custom HLSL might be a pipe dream at launch. I'd wait for the actual tech docs.
THAT FOG WOULD LOOK EPIC!! Imagine Zone 3 with thick snow mist! Hope the devs see this!

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