My material stack uses a Layered Material with a basecoat, metallic flakes, a tinted binder layer, and then a Specular Material Layer as the main clearcoat. For realistic clearcoat microscratches, I need to control these three properties BY TEXTURE MAP on the clearcoat layer:
Roughness
Anisotropy amount
Anisotropy Rotation
The issue is that the Anisotropy Rotation channel allows texture/map input, but the Anisotropy amount itself appears to only accept a constant value. This makes it difficult to create realistic localized microscratches, because the scratch mask should increase anisotropy only where scratches exist, instead of applying anisotropy uniformly across the entire clearcoat layer.
Is there a reason the Specular Layer’s anisotropy amount does not accept a texture input? Is this an intentional limitation of material layers, or is there a recommended workaround?
Thanks!

