The Blend feature controls the blending behavior between the main and secondary materials found in the Weighted Blend shader.
Artist's Notes:
This shader type is designed primarily for the purposes of having two entire materials with their own texture repeats/offsets, where a single pre-multiplied material wouldn't serve. A common example might be a rocky outdoor material repeated 4x8 times across a large piece of geo, and a more detailed moss pattern repeated 3x6 times, or some other interval.
The prime visual advantage of this is that by using interfering intervals (ie. intervals without a common multiple), one's texture borders between the two materials never line up, thus helping visually hide the obvious-repeat visually.
Parameters
Name | Type | Description |
---|---|---|
Heightmap(G) | Data Map | (G) Heightmap used to control blending. [Tiling, Offset, UV Set] |
Weight | Float [0-1] | The weight of the effect. |
Cutoff | Float [0-1] | Controls the value in the heightmap at which blending begins. |
Blend | Float [0.0001-1] | Control the blending range. |
Vertex Alpha Tint | Float [0-1] | Gradually overrides the Cutoff value with the vertex color alpha. |