Well, at the moment we can just use a texture in the BaseColor node and another Texture in the ClearCoat node and see the first one in the illluminated area and the second one in the shadow area…
But what about roughness? or emissive? or all the others parameters? They all overrides the Texture without knowing if is lighted up or not… This is good, but sometimes I would like to control this behaviour: I would like to just use your map that mask where the light is hitting the mesh and where’s not… the problem is that the ClearCoat node is already masked… How can I get the mask of black and white that is masking ClearCoat in shadows and BaseColor in light and use it as I want in runtime?