Shader Graph: Splat Map for Meshes Example

@BenCloward, we LOVED your Shader Graph Technical Overview–fantastic!

If you get a chance to post an example of how you would make a Splat Map shader, that would be crazy helpful.

In a nutshell, we often have to use Mesh Terrains in our WebGL builds, and we would like to create a Shader Graph with 4 texture maps and Normal maps.

We’ve found one example from Parable Games that multiplies the different textures and Normal Maps by a SplatFactor float that’s basically generated from the RGB or A in the Splatmap: https://www.youtube.com/watch?v=uYIygCqId2Y

That approach has some issues in our project for some reason. Colors tend to be a bit tinted, darkened or brightened and we can’t figure out why.

No worries if you’re slammed, but if you ever get around to it, we’d love to see how you would do it.

Many thanks!

What you have there looks like it should work fine. Why are you inverting the alpha channel of the layer mask texture?

It’s interesting that you should bring this up, because I’m in the middle of making some new sample content right now that is specifically for terrain. It’s going to be part of a new set of sample content that will be released soon.

Aha, that actually solves the weird brightness issues, thank you! (I was reproducing an example and I didn’t know why they did that either, haha).

The only issue I’m finding now is that the bump isn’t quite as distinct as what I consider to be a really good shader (from the Terrain to Mesh plugin).

As you can see, the cobblestones on the left aren’t able to “bump” as much as the ones on the right. Cranking up the Strength just makes them go dark and ugly.

No need to chase down my particular shader issues right away though if you’re already working on something of you’re own. There’s no rush, and I can’t wait to see how you go about it! Please include a SplatMap option just for meshes though, as opposed to Terrains, because we really need that option for mobile and WebGL.

(BTW, we’re wanting to switch to Shader Graph shaders because they seem to travel better in Asset Bundles. Less null references and smaller bundle sizes.)

Thanks again!