I have a RGB texture where each color represents different alpha mask. My question is: what is the way to combine R and G using “MakeFloat2” and convert it back to Float1 (Gray scale so I can use it in the mask channel)
In few words I would like to combine two of the masks and use it as an alpha.
Ps. Probably this questions is been asked before but I could not find the answer
You want to “Max” them (maximum) or Multiply them (depending on the use case). MakeFloat2 creates 2D vector where the two individual masks are assigned to X and Y components of the vector. They are not combined.
The error is telling you that you are passing a float2 (two float s) into an input that only accepts a single float. You are “MakeFloat2” which takes two floats, and combines them into a two float struct.
So you have a lerp between 0 and 1, that makes a values of 0 to 1. You do that twice, it makes two values between 0 and 1. such as two ones = 1 and 1. You “Make float 2” and that combines the two floats into a structure of two floats, aka = (1,1)
You are then passing that (1,1) into your blend which only wants to take a single float, between 0 and 1. not two floats, like that float2 (1,1) you are passing to it.
So do math, something like 1 + 1 = 2. Then you will have a 2 you are passing as a float1 to an input that takes 0 to 1… so you will want to balance that add some how. like x / 2 + x / 2 = alpha mask. But keep the two values you add, within 0-1.