Noticed something a little strange when trying to work with the new system a little bit. Putting a static switch parameter in the actual material works as normal, but putting one in the material layer itself makes it so parameters from both true and false show up in the material instance. I don’t think it has any performance difference, but usability wise it does clutter things a little bit in the list.
Other than that though, I’m really enjoying the new system so far and plan on changing my project over to use it for a lot of things! The only thing I really wish it had was some way of reducing instructions if a pixel was 100% masked (out of concern for performance using this project wide), but I’m not sure if that can be done.
Alternatively, what I would really love to see is some way to bake down the end result for the standard maps (base color, packed, normals) at a given resolution (or better yet, at a uniform texel density) across the entire project at once for lower spec machines. That way if it does become an issue for some users, there’s an easy way to scale it back in an options menu without redoing the textures for the whole project.