# Recent Material Pipeline Changes

**URL:** <https://forum.babylonjs.com/t/recent-material-pipeline-changes/6885>\
**Category:** Questions\
**Created:** [November 9, 2019, 12:21am UTC](https://forum.babylonjs.com/t/recent-material-pipeline-changes/6885 "2019-11-09T00:21:15Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [May 14, 2020, 2:45am UTC](https://forum.babylonjs.com/t/recent-material-pipeline-changes/6885/4 "2020-05-14T02:45:46Z")

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Here’s a bit of context: [What Happened to CUSTOM\_FRAGMENT\_UPDATE\_ALBEDO](https://forum.babylonjs.com/t/what-happened-to-custom-fragment-update-albedo/10276/6)

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

```auto
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.

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_[View the full topic](https://forum.babylonjs.com/t/recent-material-pipeline-changes/6885)._
