Easy way to "fade" a map input?
Posted: Wed Aug 30, 2017 10:20 pm
I'm trying to create a shader that has a grunge node that can be faded on and off on top of a texture, but I haven't found a way to really do that. I'm using packed materials, so I'd have my albedo, normal, and a packed texture containing AO, metallic, and gloss. On top of that I want a global dirt layer I can control with a slider that has a mask for the dirt so it doesn't turn on as a solid block of color.
Currently, I'm either getting weird overly saturated colors if I try to use floats and multiple/add and just trying to multiply it over the texture itself ends up really dark. I'd like to control both how much "fade" the dirt has and also value. I've been really struggling trying to get anything that feels like a Photoshop overlay style filter and nothing adequately allows tuning the opacity of a single map.
This would be used for stuff like amount of dirt on ground pieces or just applying some overall grunge to something that is clean elsewhere without needing to make 2 texture variants.
Currently, I'm either getting weird overly saturated colors if I try to use floats and multiple/add and just trying to multiply it over the texture itself ends up really dark. I'd like to control both how much "fade" the dirt has and also value. I've been really struggling trying to get anything that feels like a Photoshop overlay style filter and nothing adequately allows tuning the opacity of a single map.
This would be used for stuff like amount of dirt on ground pieces or just applying some overall grunge to something that is clean elsewhere without needing to make 2 texture variants.