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Having two shader defines that did the same thing was a bit confusing. Instead use MATERIAL_ROUGHDIFFUSE for both substrate and non-substrate cases, and handle the logic purely on the C++ side. #fyi Sebastien.Hillaire,Charles.deRousiers #jira none #preflight 6456d9c0ed7ffaa0f5283ca8 [CL 25366546 by chris kulla in ue5-main branch]