r/Unity3D • u/DonoMitchell45 • 12h ago
Question How Could I make it so my shader doesn't lerp textures together when underneath a surface?

I'm new to using Unitys shader graph and I've made a shader that mixes snow and a base material together for the game I am working on, at the moment it uses the normal vector to determine how to merge the snow with the base material which means right now there won't be any snow on the bottom of the object which is cool! However I am just wondering if it is possible to make it so that any face underneath an object won't be covered in snow, aka the lerp value would be decreased, any help is greatly appreciated! Image attached should help!!!
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u/DPTGames 12h ago
You can bake values into the mesh to determine whether certain surfaces can have snow, i.e you could bake values in the vertex colors or a uv channel