So I am trying to create a shader that allows me to enter an array of textures and floats to layer the textures based on a mesh height inside of URP not HDRP.
I am doing this for terrain generation using Perlin noise I already have two floats containing the minimum and maximum height values as properties inside of a shader graph and I was able to inverse lerp between black and white based on these height values but I can not figure out how to do the arrays using shader graph with the limitation of property types or any other method. The standard surface shaders don’t work on URP and I must use URP for my procedural skybox and Gerstner waves for oceans that use a shader graph.
I have a feeling I might have to create each texture individually since the shader graph does not have an option for iterating through arrays anyways. If anybody can find an easier approach for creating a user friendly texture layering for meshes shader please let me know.