Thx, true about working in-engine, also why I have built similar shader graph in both Unity and Maya. The Unity one is working great so far. But sometimes we are aligning UV and stuffs in Maya, it would be nice to have that assurance (even though I know we end up checking it in-engine anyway). I would like to make one…
I built it completely custom to match our in-game Shader so didn't use any of the supplied materials/nodes. With the stingray Shader we were fine with regard to lining up UVs etc. It just wasn't reliable for making decisions on colour or surface treatment