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Alpha splatting is used to allow multiple detail textures to be blended over each other according to an alpha map, that determines for each texture, where it is to be put. This is most often used for terrain, where you have many different undergrounds like dirt, walkways, grass, stone etc. This cannot be done with one pre-rendered texture, because it would require too much texture memory or look too coarse grained otherwise.
'Material Requirements'
- A mesh, for instance a landscape
- A uvmap for the mesh
- A texture containing the alpha map (this texture can contain colour channel informations, but it is ignored)
- Detail textures for each underground type
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