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
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".