Hi, my studio is trying to build a master material shader for our characters to use but is having trouble masking out subsurface. The shader is using the subsurface shader model so fabrics and leathers on the character will have sss. However this makes metals on the character (such as buckles, rivets, etc.) appear incorrect even when masked out with a black mask.
The current suggestion is to model out in the geometry wherever there are metals and apply a separate material to that geometry, rather than baking things all into one material and masking out metals in a material ID mask. However I’ve worked on games in the past that used 1 master material and a sss mask could be used for where sss should be applied and not without needing extra geometry/materials applied to the mesh.
Here is a quick example of how metals appear using subsurface shader model even if a black mask is applied.