This idea has really given me some insights — namely, whether our community can create a pure, built-in texture extension slot component in the form of a session plugin as a community-consensus plugin for VAM 1. It mainly targets clothing or Person atoms, and based on VAM's built-in _MainTex / _SpecTex / _GlossTex, it adds additional texture slots such as EmissionMap, IDMap, or ParallaxMap, and even provides a RoughnessMap slot. By replacing the Toolbag solution, we can achieve two sets of reflection workflows for clothing, and finally switch shaders automatically based on the clothing name prefix. For example, PBRR_BeautifulShoe uses the PBR(Roughness) shader approach.