Most terrain blending you see out there is done with lerp nodes and using only a single heightmap. The result is that the blending between two textures is inaccurate. One of the textures and its height values is not being used. This is a missed opportunity in creating a more interesting environment.
What you want is to have both your textures and their height maps interacting with each other. This is where 2-way height blending comes in. At the point of intersection, the shader looks at which part is highest and will prioritize those areas over lower parts. This adds more layers to your environment. Pun intended.
A popular article about this is Advanced Terrain Texture Splatting by Andrey Mishkinis
To make it easy during production, we have a pre-built Shader Function that does this calculation. With this, you can simply drag it into your shader graph where you can jump straight into building the core purpose of your shader. From there, you can create a vertex color painting setup for terrain blending. Or any other setup that you might need. If you’re wondering how you can get your hands on that pre-built Shader Function, don’t worry, it’s all listed below.
Now that you’ve got the hang of 2-way blending it’s time to up your game and get to 3 and 4-way blending. Which is exactly what we’ll be covering with you next time.
See you next time!
The High Priority Team