MATERIAL LAYERS AND MATERIAL INSTANCE BLENDS (MIBs)
I utilized Unreal’s Layered Material system in conjunction with packed RGB masks so that the same layered material instances can be used by many assets with just a different packed mask and blend mode.
I created a master material for all the downstream material layers to be children of, allowing me to adjust textures, metalness, specularity, opacity strength, and hue shifting parameters for each base material layer and even within the material instance blend asset if needed. Each MIB has a main acting base material layer, with the packed masks using the red, blue, or green channels to expose different material layers.