This input allows you to configure your own material layer to the effects chain. This adds a lot more versatility. This will let you add that specific configuration that the SW is not covering particularly and still, preserve the effects and their layering. Also, you will have available the “Underneath Mask” and the “Inverted Mask” parameters to have extra control over your configuration.
This section behaves like a Principled BSDF shader but in a more controlled manner and with fewer parameters to worry about.
Controls whether or not to add a custom material effect.
Min = 0 | means no custom material
Max = 1 | means fully overlaid custom material
Interpolation | between 0-1 is a linear opacity transition
Default = 0
Controls the addition of an alpha map, which is controlled by 0 to 1 values or (which is the important thing) with white or black colors. Therefore, this input can be controlled with a custom external map (for instance, a noise texture), and this is potentially great to enable more complexity on the material.
<aside> ℹ️ Info Notice in this example that a Noise texture + a "Map Range" node are used to control the opacity of this Custom material. This texture should be connected to the same Texture Coordinates node (or type) that the rest of the node.