float3 baseLayerNormalTS = normalize(lerp(vertexNormalTS, normalTS0, inheritFactor));
// Blend layer 1/2/3 normals before combining to the base layer. Again we need to have a neutral value for base layer (vertex normal) in case all weights are zero.
float3 layersNormalTS = BlendLayeredFloat3(vertexNormalTS, normalTS1, normalTS2, normalTS3, weights);
normalTS = BlendNormal(baseLayerNormalTS, layersNormalTS);
normalTS = BlendNormalRNM(baseLayerNormalTS, layersNormalTS);
#else
normalTS = BlendLayeredFloat3(normalTS0, normalTS1, normalTS2, normalTS3, weights);
#endif