Texture Blending: Difference between revisions
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Texture Blending
This page documents the different ways two textures can be blended.
Interpolation
Interpolation uses a "blend factor" parameter to decide which of two textures should be more visible.
When "Interpolating from a
to b
using x
" then
a
will be 100% visible whenx
is0
b
will be 100% visible whenx
is1
a
will be 50% visible, andb
will be 50% visible whenx
is0.5
a
will be 25% visible, andb
will be 75% visible whenx
is0.75
and so fourth.
Smoothstep
When "interpolating", usually this refers to "linearly interpolating" (or "lerping"), but there are non-linear ways to interpolate between two textures too.
The most common non-linear way to interpolate is by using "smooth Hermite interpolation" (often referred to as just "smoothstep").
Directional blending
TODO
Distance Blending
By using the distance between the camera and the surface to render as the blend factor, you can blend between textures depending on how far away the camera is.
Usually when doing this, a range is specified before which the blend factor is 0 and after which it is 1, e.g. starting to blend a texture in when 100 units away and making it fully visible at 50 units.
Normal map blending
TODO
Detail Blending
TODO