Let's say I have an albedo texture with a grayscale color map meant to be changed by the code and overlayed on top. In the standard material I set the base albedo image: How can I overlay the color map and give it a color from a color field?
The obvious action is to fork StandardMaterial3D in its entirety. But that's a complex basic shader subject to updated which I'd rather not copy in its entirety just to make a small change; Is there a way to add custom functionality like that on top of the default surface shader?