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Lumberyard
User Guide (Version 1.13)

Working with Blend Layers

Blend layers can be thought of as a layered material. You can create one material with a second set of per-pixel functions, including texture maps, UV tiling and offset, rotation and oscillation animation, second UV set, diffuse and specular color tinting, smoothness, and blend masking.

Integrate blend layers in the Illum and Vegetation shaders and activate them by setting the blend layer shader generation parameters.

Shader Generation Parameters

You can set the following parameters for generating shaders.

Blend layer

Activate the texture inputs and parameters for the blend layer.

Use UV set 2 for blend layers maps

Use a second UV channel, if available, for the second layer.

Blend Layer Textures

You can set the following parameters for your blend layer textures.

Second Height Map

Displacement map for the blend layer (grayscale)

Second Diffuse Map

Diffuse map for the blend layer (RGB)

Second Normal Map

Normal map for the blend layer; the second layer gloss map is contained in the alpha (RGBA)

Second Specular Map

Specular map for the blend layer (RGB)

Blend Map

Blending map to blend between the first and second layers (grayscale)

Blend Layer Parameters

You can set the following parameters for your blend layer.

Blend Factor

Control visibility of the blend layer, with a bias toward black or white

Valid values: 0 – 16

Blend Falloff

Control the fall off of the blend range

Valid values: 0.1 – 128

Blend Layer 2 Tiling

Control tiling of the second blend layer

Valid values: 0 – 20

Default: 1

Blend Layer 2 Diffuse (Tint)

Base color tint for the second layer (RGB)

Valid values: 0 – 255

Blend Layer 2 Smoothness

Sharpness of specular reflection for the second layer

Valid values: 0 – 255

Default: 10

Blend Layer 2 Specular

Reflective brightness and color for the second layer (RGB)

Valid values: 0 – 255

Blend Mask Tiling

Control tiling of the blend map

Valid values: 0.05 – 20

Default: 1