Topic was automatically imported from the old Question2Answer platform.
Asked By
Victoralm
How can I get that same kind of material on Godot, through Visual Shader Editor?
Even better: Is there an alternative, or some way to emulate it, node to the Blender’s Mix Shader (with factor option) on Godot?
I saw that it has a way to be done with splatmaps, coding the shader by hand… So something similar is possible.
That’s funny, I was doing exactly the same thing some days ago, however I’m not using a visual shader, but you should be able to replicate the code easily:
Here is where the magic happens (taken from the terrain editor plugin):
edit
I see you have a base texture on color black as well, not sure how to add this, would love to know (I will test something this evening).
Here is my updated shader. I now use “mix” to blend textures, but I don’t know what is the corresponding node in the Visual Shader editor. I also blend the textures at two different scales to remove the visible patterns, looks really nice (image below).
Following this tutorial, I’ve managed to make a shader too.
I’m sharing it on gist, because I’ve reach the characters limit for posting it in here…
But now that you showed your code, I’m willing to try out the mix(). Maybe I should create a function, to be less repetitive on my channels filtering stuff… I’m really newby on shaders, that was the very first time I’ve try something with it on Godot…