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ShaderForge - 3Blend Help!

Just started using Shaderforge and Ikari Vertex Painter in Unity. So far the results are awesome, I've never done much shader work before and vertex painting/blending is a lot of fun.

Node tree is standard:

- 3 Texture inputs, 3 lerps and Vertex Color node
- exactly the same thing for normals

Note: im only using 2 textures in screenshots

For some reason the metallic/gloss only accepts sliders in shaderforge

Looking to get feedback on how to introduce heightmap blending into shader node tree, as well as specific metallic/gloss instead of the same value across the material. I want the dry cracks to look dry and wet mud to stay wet

Replies

  • Eric Chadwick
    Metallic and Gloss only accept a single vector, because they're not color-controlled. They're controlled using grayscale values, one channel. So just pipe in a single color channel (red, green, blue, or alpha).

    If you look at a node screenshot with Gloss mapped, you'll see the pipe going into Gloss is a single line (one channel)... while Base Color is usually 3 lines (three channels).

    A great way to learn new techniques is to check out node diagrams. Try searching for "shader forge heightmap blending".
  • somerandomguy1
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    somerandomguy1 polycounter lvl 4
    Metallic and roughness are black and white (o-1) value only like Eric said. This is why they won't accept and RGB value and only a slider in your experience. 
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