kinda most poeple who use it for blending between textures will also have a mask texture, too so it dosnt blend with a perfect gradient. if your interested i cna show you a shader network that does this to blend moss over brick, where im useing my heightmap as a mask so it fills in the cracks before everythign else.…
Well first off, it's up to you, it'll always come with a cost, if it's not extra polys it's extra in shader costs or memory for textures. But you have a couple of options: 1. Add more polys, it won't hurt. If you're lodding things however then you need to figure out a solution to fix that. Which is pretty easy as well. 2.…
What I'm saying is that the materials should be blended and not their inputs (the base colors should never blend). If you have a dark base color for the non-metal and a light base/reflection/whatever for the metal, blending those base values to a gray and then plugging that into the separate shader models isn't going to…
Thanks for the TexMod idea, will check this out! In my experience, if the whole model uses the same alpha-blended shader then the fillrate is more expensive to the framerate than using two shaders... one w/out alpha blend for most of the model, and the other with alpha blend for just the hairy bits. Using the same texture…
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…
Vertex alpha is more expensive than splat mapping, because it's alpha blending. Anything with transparency is generally more expensive, especially for mobile hardware. For the transitions between road and terrain, you could use the eat3d method in McGreed's link, except not using the blend texture for details... just…
...which is why I switched to Photoline for image manipulation - it has all those things, and especially the layer blending is much better than Photoshop: in Photoshop you can only set the opacity of a layer from 0% up to 100%. In Photoline from -200% to +200%!!! That means you can double the effect of any layer blend…
Oh i didn't really catch that bit about the terrain yet? I imported a 512x512 heightmap and it didn't complain? For the texture blending there used to be a very archaic system. You make a separate material asset per layer, and the terrain system does all the blending for you, by basically stacking them into one big…
I FINALLY figured this out. Basically trial and error. I ended up using blends like the guy in the tutorial. I just said screw it and started messing around with layers on a cube until I got it right. Basically I used a blend into a blend like I was up further in the thread, and then used the built-in mask on the blend to…
nice texture detail maybe some blend or transition maps with transparency to better connect teh rocks with the grounds. I cant find the propper screenshot but with the id rage editor they pretty much spent alot time blending elements together - like sand and road, but also cliffs and rocks with the ground. So I think that…