A wetness feature that supports scrolling on both its mask and normal map. It has a simulation for darkening due to absorption wherein rough non-metals are considered porous.
Texture Alpha: Wetness mask from the "Mask(A)" input's alpha.
Vertex Color Alpha: Wetness mask from the vertex color alpha.
|Mask Source||Dropdown||Texture Alpha, Vertex Color Alpha.|
|Mask(A)||Texture||Masks off regions to receive detail texturing.|
|Mask Strength||Float [0-1]||Lower values blend mask to white.|
|Tint||Color||Tint color for the wet areas.|
|Normals||Bump Map||Wetness normals in tangent space.|
|Weight||Float [0-1]||Weight of the effect.|
|Roughness||Float [0-1]||Roughness of the wet areas, interpolating from the surface roughness to zero.|
|Normal Strength||Float||The sign and strength of the normals.|