I'm not exactly sure what you mean by ‘accessing’ the different contexts, but if you check the docs on
Working with VOPs [
sidefx.com] it mentions:
A material network contains an “output” node for each shading context (for example, surface_output, displacement_output, light_output, fog_output). Whatever goes into these nodes defines the output of the shader.
…
The output nodes feed into a final “collect” node. You can create multiple output nodes and Switch between them prior to the collect node if necessary.
Does that help with what you want to do?
Cheers,
J.C.