Let's start by reviewing the material that we have created in the previous recipe—it's a pretty standard one, containing attributes that affect the Base Color, the roughness, and the metallic properties of the material. Here's what the part of the graph that affects the metallic material node looks like:
As you can see, there are basically two things happening—we are using Constants to adjust the metalness of the shader and we are also employing texture masks to determine where those values are applied within our models. The same logic applies elsewhere in the material graph both parts of the graph that affect the Roughness ...