Let's reorganize some of our nodes into SubGraphs. This way they can be reused more easily in other ShaderGraphs and declutter some of the workspace as well.
15:10 Woah there, that's 2 texture samples for the same texture, it may seem innocent but thats really expensive on GPU, they're not free. The whole point of packing PBR into RGB is so you don't need to sample multiple times.
The equivalent to a sub graph in Unity would be material functions in Unreal. In Unreal's Material graph there is a SetMaterialAttributes node that allows you to tidy things up a bit more when referencing in the main shader graph. When doing this, all of the Color, Normal, Roughness, Metallic and AO information gets condensed into a simple 'Material Attributes' output so that you don't have spaghetti mess going forward. Is there any functionality like this in Unity or am I going to have to do a Custom Function? :( I'm setting up a shader for a school project, time is of the essence and don't want to spend it learning how to code if I don't have to lol