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.