Expose shader attributes
It would be good if it was possible to 'expose' shader output that could then be fed back into final principle shader.
For example it would allow painting/mixing materials in the below setup, but if it fed into one final principle shader, this could then be used for baking the pbr. (easily)
A bonus request; drag and drop materials from the asset browser into the shader editor and they become a nodegroup.
2 Comments
both ideas are so good! especially the one with the outputs. A couple of days ago I tried to create a material that could have really used that feature-and doesn't work without it. Really hoping this gets implemented
Yeeess this would honestly clean up so much of the spaghetti, hoping this gets picked up!