Material Paint and Reinterpretation of Baking
Combine more Ideas here together, just make a default Texture Paint Workspace with shader tree, only Paint Texture Layer Maps (each material its own mask). But use functions that tangent diferent layers, so add material, overwrite material, etc.) maybe use the Material Layer node from: blender.community/c/rightclickselect/6Xdbbc/ I tmight be usefull cause of reuse shaders from asset browser and speedup workflow, in Combination with a recreation of the Bakingtool, (Hight, Basecolor, Normal, Roughness, Metallic, Subsuourface / and Color, Alpha, Transcoulency, Emission, IOR,...) just make everything backable to create one single mapped shader. Maybe create also diferetnt resoulutions for diferent LOD groups.
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