How does lerping function in materials?

I would have thought that lerping between textures A and B based on Alpha would mean that a value of 1 from alpha (i.e. white) would mean the output for that pixel would be fully A, whereas a value of 0 (black) would be fully B, like so:

Apparently, that’s not at all how it works. Could someone explain how lerping actually works, and what I would instead would use to “mix” two textures based on a seperate pattern? My goal is to blend two grass textures together based on a generated noise pattern, but the following configuration yields a different result.

Thanks a ton!

This is just a guess, I think your noise node is generating value between 1 and -1, that’s why the result looks more blue than it should be. Try to limit the value to 0 and 1.

lerp actually outputs B when the value = 1, and A when the value = 0. You should saturate the input values to the 0…1 range for a consistent result.


For Noise node, set Output Min to 0. And use CheapContrast material function for adjust mask contrast.

Huzzah! Your answer was right, and the contrast thing is a pretty useful tool for it. Thanks!