Blending shader

Hi,

I have a procedural mesh with up to 256 submeshes with different materials (at the moment 2 materials).
If the mesh is rendered there are very hard edges between the different submesh triangles and their materials.
(grass next to stone)

Is there any possibility to get the three neighbour triangles (on each edge side) and their textures and blend them together ?

I dont koow if this can be done by shader if not whow can it be done by script ?

thanks for answers

If the triangles are within one mesh and share one material you could do it in the shader, but otherwise the vertex shader doesn’t have access to the other triangles. Even if they are separate I guess you could include all the textures in each material and mark the vertices somehow to say what the neighbors are, then calculate some blending based on that?

Perhaps you should somehow fix the normals of the procedural mesh when you create it instead of doing it on the shader.