In the material preview windows it shows ok. I can see the base material. Problem comes when I apply it to my mesh. It doesnt show anything on the render view:
I have noticed that if I unplug one of the three different channels I have in my material (that is Diffuse, Roughness and Normals) I do see my material on the mesh but of course, I loose the information of the channel I unplug.
create a material instance of your material, then open it, show the info, it should display the errors on the preview window. but i think deathrey is true, too many samplers here, you may want to simplify your mat, or to convert sampler into shared sampler
I was worng. I did exceded the limit. I’ve decided to get rid of the roughness maps and use constants instead. I guess I can also try to use R, G, B channels and math operations to get the same results. Thanks!
Depending on your target platform, you could could set your sampler type to Shared. That would allow you to bypass the limit. Alternatively, feel free to pack your roughness maps in alpha of base color, or approximate roughness from green channel of base color.
^ that, though I would not put the roughness maps in alpha, as that basically doubles filesize. (thats sadly what alpha channels do)
you could combine three roughness channels in RG and B channels though.