Oh I see you have a way more efficient way. But at the same time, is it not better to seperate diffuse, spec and displacement maps for more accurate control? Like, I don’t necessarily want all the light-coloured parts of my diffuse map to be displaced or darkened.
And what is the difference of that principled shader compared to the other ones?
Is it just the effectiveness of having all those controls in one shader or is there something else about it?