However, once the materials get more complicated, things start to get messy and can easily break when there are missing brackets etc. It seems like a more complicated script is required that pulls variables for values and maps from the old unified Legacy shaders, creates and populates Physical sub-shaders with the appropriate diffuse and spec values, inverts glossiness values to roughness, and plugs all these sub-shaders into a MultiBlend shader, then links that to the appropriate geometry. I'm also not clear if there is an equivalent for Backlight other than SSS...
I'm hoping that such a script exists out there somewhere, otherwise we now have all these huge Clarisse 2.0 environments and assets that will have to be scrapped going forward, if we are to take advantage of the new PBR engine.
Any help would be appreciated!
Thanks
