Appearance
Rules of Blending
At it's core the MeshBlend shader works on a grayscale mask where each mesh has a value (0 - 255). Encoded in this is the blend size (small, medium, large, extra large) and the blend ID.
This means a couple of things
Each blend size has a maximun 63 unique IDs. Meaning two meshes that overlap can theoretically get the same ID, and their seam won't blend. But in practice this is very rare.
The system calculates an available blend ID based on the bounds of all the meshes overlapping it. This means that if a mesh that is blended is moving around, the chance for it to intersect with something that has the same ID is higher.
There is helper function to recalculate a blend ID at runtime if needed, and there are also 5 static ID's per blend size that can be used for special cases.
Other notes
- The blend size is always the smallest of the two intersecting sizes. A landscape set to Large blend with a pebble set to small will result in a small blend between the two.