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float GetInfluenceMask(LayerTexCoord layerTexCoord, bool useLodSampling = false, float lod = 0) |
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{ |
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return useLodSampling ? SAMPLE_UVMAPPING_TEXTURE2D_LOD(_LayerInfluenceMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask, lod).r : SAMPLE_UVMAPPING_TEXTURE2D(_LayerInfluenceMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask).r; |
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// Sample influence mask with same mapping as Main layer |
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return useLodSampling ? SAMPLE_UVMAPPING_TEXTURE2D_LOD(_LayerInfluenceMaskMap, sampler_BaseColorMap0, layerTexCoord.base0, lod).r : SAMPLE_UVMAPPING_TEXTURE2D(_LayerInfluenceMaskMap, sampler_BaseColorMap0, layerTexCoord.base0).r; |
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} |
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// Return the maximun amplitude use by all enabled heightmap |
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