UV linking with layeredTextures seems powerful, but as soon as the shading network gets even slightly complex, it breaks. For example, I can have a layeredTexture adding a few masks together, then feeding into the alpha channel of a layer in another layeredTexture. That gets really powerful, but UV linking breaks. If there’s more than one layeredTexture, it seems to apply one UV set to every texture in the network–you can no longer even reliably link the top level LT, which normally works fine. That means I can’t have eg. one layer on a separate UV set with an animated texture projection.
I’ve already reported a bug, but anyone know a workaround? It cripples layeredTexture. layeredShader doesn’t have this problem, but that turns into death by “Viewport 2.0 Processing”.