to bring clarity into it
we have the following Shader hints:
standard - this is for your non-transparent surfaces
necessary maps (color, ambient, bump / normal, reflection, specular - specular_alpha)
glass - for glass surfaces
necessary maps ( color - color_alpha )
so this is kind of the BASIC, now you have to specify if it is used for OUTSIDE surfaces, or INSIDE surfaces. So the Aerofly can handle them differently. For example, it can adjust some values in reference to the Camera distance.
and we do that with "exterior" and "interior": example "standard exterior"
now one thing is missing here, the glass has an additional specification "canopy" and "instrument" it is kind of self explanatory,
the canopy is used for all the windows, and instrument for all the instruments, again, this controls how the Aerofly handles those surfaces. mainly how the "environment" is reflected.
so one example for glass would be "glass interior canopy"
and there is a CATCH, the "interior canopy" glass needs two more maps, it need a "reflection" and a "bump / normal". the reflection is a prebaked reflection of the interior.
so but this is basically it for the shader hints.