Eva Codes ๐Ÿ‘ฉโ€๐Ÿ’ป @eva.codes ยท Jun 7

The infection state of each plant is used to drive a blend factor as a per-instance shader parameter. This is used in the fragment shader to blend materials between two different albedos/textures. The blend window can also be adjusted per-material, eg the mushrooms here "pop" in sharper than wood

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Eva Codes ๐Ÿ‘ฉโ€๐Ÿ’ป ยท Jun 7

The value compared against isn't just the height, I wanted to eg allow travel along branches, horizontal stuff, non-uniformity in general, so I used the vertex color. Each vertex's red channel is used as the threshold, so I can direct the flow of the blend (here the whiter part will blend later):