I’m trying to implement something similar to Valves blendmodulate feature to blend my textures together.
developer.valvesoftware.com/wiki/$blendmodulatetexture
In my case I have three textures blended together based on vertex colors RGB, with each vertex channel corresponding to the textures mask. The code is really simple and works well for linear blends-
fixed4 c = tex2D(_MainTex, i.uv1) * i.color.r);
c += tex2D(_MainTex2, i.uv1) * i.color.g);
c += tex2D(_MainTex3, i.uv1) * i.color.b;
What I would like to do is have non-linear blends between the textures based on a modulate texture, but I’m not sure of the math behind it. How would I “modulate” the vertex colors?