Forgot to post this last night. But could be of some interest . Just connect the Lerp into the diffuse slot and it should work. To keep the texture calls to a minimum I used the RBG channels of a texture to create the mask, specular (grayscale only, but it's easy enough to tint it) and a gloss map. To make it work, just…
Thought this post from Behrooz Roozbeh from Naughty Dog would help shed some light on this...it's pretty much what everyone has said up to this point about vertex blending. This comes from the Unhcarted 2 Art Thread on Zbrush Central, check it out here http://www.zbrushcentral.com/showthread.php?t=79141&page=7&pp=15 There…
Also, to do good terrain, you really need to be blending at least 4+ different tiling textures in layers using this method, which is rapidly going to become prohibitively expensive for a single shader in this fashion. Two textures blending together is nice for many uses (like plaster/brick on walls or snow/stones as…
It should be pretty easy, you just need your brick texture and mask texture to be the same size/resolution, and have the mask basically be a heightmap of the bricks. That way when you modulate the brick heightmap with the vertexcolour, you'll get a nice fading/mixing mask which perfectly matches your brickwork. It…
Lamont, yep, I was thinking the same thing. Could even just be a drop-shadow or something I guess. However this sort of thing makes the shader more complex (and expensive - although I have no idea how expensive it even is at the moment by current shader standards!). I messed up something tonight though and appear to have…