return lerp(normalTS, BlendNormalRNM(normalTS, mainNormalTS), influenceFactor * inputMainLayerMask); // Multiply by inputMainLayerMask in order to avoid influence where main layer should never be present
float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseColor1, _InheritBaseColor2, _InheritBaseColor3, weights) * influenceMask * inputMainLayerMask; // Multiply by inputMainLayerMask in order to avoid influence where main layer should never be present
// We want to calculate the mean color of the texture. For this we will sample a low mipmap