I’m generating a texture at runtime - properly channeled into RGB.
This texture contains a depth render with different heights in RGB (r being the highest, b being the lowest).
I’m looking for a way to take the value of R and progressively reduce the slope to the value of B.
Tried a few shader tricks to approximate it, but it just doesn’t look as it should.
I’m able to get it into a height texture with 3 steps, but it still looks like 3 steps instead of a smooth transition.
Ideally, I’d produce the R/G/B channels with a proper fade already, but that doesn’t work properly because of the scene capture, so I can’t go that route.
Looking for any tips/suggestions or different systems to look at that may spark an idea if anyone has any.
Here is a screen-cap of a sample texture produced.
Red: Red Channel, Pink: Green Channel: White: blue channel
This texture is used as the basis for tessellation height. so the value not fading to black is essentially the reason the material isn’t sloping down.
By “common shader tricks”
red channel - blue channel into lerp 0 to 1.
or into a smooth step with controller values. however, since the resulting texture is almost entirely a solid color, neither of those end up having much of any effect.
Also, I know I can use a material parameter collection - but is anyone at all able to get “Set Landscape Material Scalar Parameter Value” node to work? it seems like the set value is getting ignored.