Recent Material Pipeline Changes

Here’s a bit of context: What Happened to CUSTOM_FRAGMENT_UPDATE_ALBEDO

I think what you will need to change is in _createShaderChunks, after the line const fragment = Effect.ShadersStore[shaderName + "PixelShader"]; do:

fragment = fragment.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
fragment = fragment.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
fragment = fragment.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);

Those are the changes that have been made to PBRCustomMaterial when the shader code refactoring took place.