I am trying to create a shader with ability to add additional textures based on vertex color.
I am forced to use WorldAlignTexture because the models i am using don’t have UVs.
Based on tutorials i have got it working, but the problem is that it is set up now to lerp one channel after another in certain order.
So then i paint red channel i can paint green channel over it, and blue over red and green. But i cant paint red over blue or green to replace it.
Maybe there is another way to set up this, so all channels will be replaceable during the painting process?
What i want to achieve: start painting in one channel and then you can paint in any other and it will replace first one. I dont need any kind of fancy blending in-between.
Or maybe there is a more appropriate way of setting this kind of shader?
Here are screenshots: