Hello everyone,
i have a dynamically generated mesh (terrain), and now want to create multiple materials for this one mesh. The idea is to blend those materials according to the mesh geometry/height.
My take on this is to pass all needed pbr textures into one shader, e.g. grass_color, grass_normal, rock_color, rock_normal, rock_ao, ...; create the pbr input for each material (grass, rock, ...) and then blend them according to the mesh geometry. (if this is even possible)
I looked into the custom_material and extended_material shader examples, and it seems the best way to do this is to create multiple pbr materials and then blend them, or is there a better way to achieve this kind of functionality?
And my second question, whats the difference between a custom_material and a extended_material?
Thanks in advance