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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Vertex Color Sample

This material graph sample demonstrates how to use vertex color for texture blending when creating materials.

Vertex color data retrieved via the Vertex Color node is passed to a portal for the ease of access. 4 sets of Albedo and tangent-space Normal textures are blended with accordance to the channels of the vertex color data:

  • Each of the color channels (RGB) gets its own Linear Interpolation expression.
  • The data from the first Albedo A texture sampled by the Sample Texture node is plugged to the A port of the first Lerp node.
  • The data from each of the other three albedo Textures (B-D) sampled by the corresponding Sample Texture node is plugged to the B port of its corresponding Lerp node.
  • The first Lerp node corresponding to the Texture A plugs into the A port of the Lerp node corresponding to Texture B, with Coefficient driven by the Red channel from the vertex color (connected via the x port adapter).
  • The second Lerp node corresponding to Texture B plugs into the A port of the Lerp node corresponding to Texture C, with Coefficient driven by the Green channel from the vertex color (connected via the y port adapter).
  • The third Lerp node corresponding to Texture C plugs into the Albedo port of the master material node, with Coefficient driven by the Blue channel from the vertex color (connected via the z port adapter).
  • Four Normal maps sampled by the corresponding Sample Texture nodes have the same kind of setup of Linear Interpolation expressions.

Finally, the data output is passed to the Final node.

The result
Last update: 2022-04-07
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