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inside a material builder the default principled shader might error because of conflicting attribute bindings. in this case you can use the principled shader core, which is a more barebones version without export bindings.

you can look at how the principled shader asset works by right clicking the node and enabling "allow editing of contents". Then you can dive inside and see how its put together. Its basically a material builder with a principled shader core node and lots of stuff built around that (eg. all the texturing parameters).

the layer output of the principled shader core can be used to mix materials.

Edited by nuki
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