RGB vertex color setup for variations , example stone brick structure . - 0 = base - R = vertical gradient - G = occlusion grunge - B = random per element
example : stone base material ( 0 ) darkened by vertical gradient ( R ) , blending dirt in crevices ( G ) , randomly altering the brightness per brick by ( B ) .
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RGB vertex color setup for material blending on environment meshes . - 0 = occlusion - R = base - G = direction vector - B = secondary mesh proximity
example : dirt in crevices ( 0 ) of rock ( R ) , with moss on top ( G ) , near water ( B ) .