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This might be due to the shader not having a _Smoothness base value. The default smoothness value is usually 0.5, this smoothness parameter should likely be multiplied with the alpha channel of the mask map, and only then be remapped. To check this you can change smooth remap min to 0 and smooth remap max to 0.5 and it should look like the original lit shader with default values.
This is the original lit shader with smooth remap between 0 and 1.
This is the shadergraph version
Those weird specular-like wet spots disappear when I lower the smoothness remap to about 0.9 so it seems like it is a smoothness issue
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