Layer SplatMap
Minimalist shader for blending textures using RGBA masks.
Shader code
shader_type spatial;
render_mode cull_back, diffuse_lambert, specular_disabled;
uniform float UV_Scale_Tex1 = 15.0;
uniform float UV_Scale_Tex2 = 15.0;
uniform float UV_Scale_Tex3 = 15.0;
uniform sampler2D Tex;
uniform sampler2D Tex2;
uniform sampler2D SplatMap;
uniform sampler2D Tex3;
void fragment() {
vec2 n_out15p0 = UV;
vec3 uv_tex1 = vec3(n_out15p0, 0.0) * vec3(UV_Scale_Tex1);
vec4 n_out4p0 = texture(Tex, vec2(uv_tex1.xy));
vec3 uv_tex2 = vec3(n_out15p0, 0.0) * vec3(UV_Scale_Tex2);
vec4 n_out7p0 = texture(Tex2, vec2(uv_tex2.xy));
vec3 uv_tex3 = vec3(n_out15p0, 0.0) * vec3(UV_Scale_Tex3);
vec4 n_out9p0 = texture(Tex3, vec2(uv_tex3.xy));
vec4 n_out11p0 = texture(SplatMap, UV);
float n_out12p0 = vec3(n_out11p0.xyz).x;
float n_out12p1 = vec3(n_out11p0.xyz).y;
float n_out12p2 = vec3(n_out11p0.xyz).z;
vec3 n_out13p0 = mix(vec3(n_out4p0.xyz), vec3(n_out7p0.xyz), vec3(n_out12p0));
vec3 n_out14p0 = mix(n_out13p0, vec3(n_out9p0.xyz), vec3(n_out12p1));
ALBEDO = n_out14p0;
}


