I am learning
Direct3D 11, and in all basic tutorials I found on shader writing, Vertex and Pixel shaders are written so they transform whole scene same way. Tutorials like render cube with texture...
But I wonder, how do you differentiate objects? What if you want, for example, to simulate mirror surface on some object and use different shaders to render rest of the scene? I think that most games must use many vertex and pixel shaders to achieve various look and transformations.