currently making a landscape shader blending pbr metal/rough and tessellated materials, but the blending is not what i would have expected.
When blending two materials together i get this weird transitioning, which by the looks of it adds a glossier surface (darker roughness) and a darker base color by the borders, the other maps are not affected. This is strange because both the roughness and base color of both materials are almost identical in themselves.
I have tried to rebuild lighting and checking my shader settings.
What could be the cause?
Lit
Base Color
Roughness
Shader
Best regards,