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float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseColor1, _InheritBaseColor2, _InheritBaseColor3, weights); |
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float influenceThreshold = BlendLayeredScalar(1.0, _InheritBaseColorThreshold1, _InheritBaseColorThreshold2, _InheritBaseColorThreshold3, weights); |
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influenceFactor = influenceFactor * (1.0 - saturate(compoMask / influenceFactor)); |
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influenceFactor = influenceFactor * (1.0 - saturate(compoMask / influenceThreshold)); |
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// We want to calculate the mean color of the texture. For this we will sample a low mipmap |
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float textureBias = 15.0; // Use maximum bias |
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