I make my landscape from a procedural mesh, I made the mesh itself, now I’m making a material, I think I’ll do it like this - one texture (layer mask) is 4 channels, materials in material functions, and mix it like this.
The question - is layer blending optimal?
How will the shader process this material?
Will it pass through all layers, even if they’re not on the mask, or will it ignore layers with empty masks (i.e., 0 filled).
Because blending needs to be done differently, perhaps through conditions (if) or flags?