In order to achieve color customization functionality, the material setup on this model is weird.

The model is rendered by compositing the three main colors through masks, and applying any extras.

The main body is rendered through the following way:

* The color is filled with the Base Color
* BodyExtra.png (containing mouth and teeth) is layered on top of the color
* The red channel of Secondary-Composed.png is used as a mask to layer the Secondary Color on top
* The red channel of PSDF-Composed.png is used as a mask to layer the Detail Color on top
* The red channel of Light-Composed.png is used to add lighting to the color

Feathers are rendered in the same way, but without BodyExtra.png, and the green and blue channels are used for Feathers and Feathers2 respectively.


To reduce the number of texture slots and draw calls, only one material is used on the model, and the shader tells the difference via UV ranges.