Hello Guys!
I'm invoking your help!!! XD
Me and friend (who is programmer) are working togueter on a multilayered texture material inside Unity.
So far we've been able to blend two textures based on a mask, and it works great. This is done using a lerp function by the way.
After few testings we encounter our first bug. If One of the textures inputs is missing and the mask is already filled, the blending still hapen and the shader assings a default color in the empty texture slot (a 50% grey).
We tryed to give the slots a defaul white color. For the mask is working great, but not for the texture slots.
What we want to achive is to blend two textures, only if there is a given mask, and if there is not such mask, the result should be iqual to the B texture, not blending.
Thanks in advance (:
Replies
If you need a variant with no blending, just make a separate shader. It will perform better.
same _TexB