As far as I know, that shader does not work on GeForce cards, because they only expose 4 OpenGL texture units (and the shader uses 5). In Unity 2.0 we’re changing the way textures are bound in the shaders, so there it will work. For now you could change the shader to use 3 texture layers.
Thanx for the replies.
To Claify :
I have used a shader that was posted on the wiki some time ago.
With 5 color(texture) layers, each with a detail texture and each with a seprate mask, + a lightmap layer. (that is 16 different images)
This works fine on my GeForce 6600 and looks good for terrain shading
What are “OpenGL” texture units ?
(is it different to how many layers can be used ?)
My real question here is how do I use channels other than Alpha or a seperate hicon to mask layers
Can a “three” layer shader be made that uses R,G, and B channels of one image as masks to reveal 3 other RGB textures, instead of having a seperate matte for each layer ?