Unity Products:Amplify Shader Editor/Layered Blend

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Layered Blend Node

The Layered Blend node outputs the result of layering each one of its Layer values on top of a Base layer by an interpolation factor given by its Weights. The amount of layers to blend on top of the assigned base layer is determined by the amount of channels given by the connection data type on the weights input.
P.e. a Vector4 is connected to the Weights Input, input ports Layer 1 through 4 will be made available A Lerp is done between Layer Base and Layer 1 using Weights.x as an interpolator. The result of the previous operation will then be Lerp'ed with Layer 2 using Weights.y and so on.
If Layers are of different types and have different channel amounts then a cast is done for each to match the one with the most amount of channels.

NOTE: Other types of blending are also available via the Weighted Blend and Summed Blend nodes.


Nodes used: Vertex TexCoord, Texture Sample, Layered Blend

Node Parameter Description Default Value
Weights Interpolation values to be applied between each layer blendomg. Number of channels on this data type determines the amount of available layers on top of base layer.

Only visible if the respective input port is not connected.

0
Layer Base Base layer, to be used on first interpolation operation. Only visible if the respective input port is not connected. 0
Layer # Layer value to blend. Only visible if the respective input port is not connected. 0


Input Port Description Type
Weights Weight values to be applied at each layer. Number of channels on this data type determines the amount of available layers. Float [1]
Layer Base Base layer, to be used on first interpolation operation. Float [1]
Layer # Layer value to blend. Float [1]

  1. ^ Port automatically adapts to all connection types except Matrices and Sampler types.

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