It seems that the alpha maps are more masks - being at either 1 or 0 for each channel. This ends up looking splotchy in the splatting when no blending between textures occurs.
I'd love to be able to generate a 4x alpha map and scale it back down, however I am having trouble finding a program that handles 32-bit PNGs correctly.
Does anyone have advise on what I can do to get fractional transitions between texture layers? Any tools for handling 32-bit PNGs? Or better yet can I make a feature request that does more robust smoothing rather than masking? I don't know if this is doable, but basically I do:
- Code: Select all
float4 splat(float2 uvColor, float2 uvBlend)
{
float4 a = tex2D(alpha, uvBlend);
float4 c = lerp(tex2D(color0, uvColor), tex2D(color1, uvColor), a.r);
c = lerp(c, tex2D(color2, uvColor), a.g);
c = lerp(c, tex2D(color3, uvColor), a.b);
c = lerp(c, tex2D(color4, uvColor), a.a);
return c;
}
Please advise! Thanks!