I am using a mask to blend one material with the other in my master material.
Sadly, the mask is using the UV’s of the mesh which does not give me any benefit.
The question is, can I use something else (e.g. absolute world position) to place the mask on the whole mesh
not over the UV?
In the images you see that world position does not work.
Edit: I also get a float3 → float error message when I connect the mask to the alpha canal of the lerp (just at roughness and Ambient Occlusion)…