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shader doodling

Work In Progress / 01 March 2019

Spent my evening building a shader that should support most of the stuff I need. I duped the rocks around and put some placeholder moss textures from UT4. The blend is using the vector from the normals. I can also layer several materials on top of each other based on a packed custom mask. Part from that all the basic stuff I might need is in there: Custom normal details, dithering, tints, rough and AO controls etcetc, mostly run through switches. Gonna put in the camera distance stuff too since many of these rocks might not be super close to the player.