Texturing – 
Solution 
Provide some parameter that will save the day 
o“slope-based damp” 
We can categorize background materials as: 
oartificial materials (cobblestone, brick, path) that appear mostly on horizontal surfaces 
onatural (crust, rock, etc.) ones that appear widely in nature 
The parameter will be close to 0 for the first case and close to 1 for the second case 
Do it separately for normals 
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Dampen = 0.5 
Texturing – 
Dampening (3) 
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Dampen = 0.5 
Normal damp = 0.8 
Texturing – 
Dampening (4) 
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Dampen = 0.5 
Dampen = 0.5 
Normal damp = 0.8 
No damp 
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Blend sharpness 
Different transitions to the background material 
orather blurry - mud, ice, dirt 
orather sharp - snow, sand, grass 
Simple to implement - just stretch the distance between some lerp coefficients (see next slide) 
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1.Compute world space normal of a background surface 
(combinedVerticalNormal
2.Compute world space normal of an overlay surface 
(combinedHorizontalNormal
3.Measure vertex-level slope angle 
(vertexSlope
4.Compute a flattened version of pt1. based on vertexSlope
(flattenedCombinedVerticalNormal) 
5.Lerp between a pt.1 and pt.4 based on slopeBasedDamp 
(biasedFlattenedCombinedVerticalNormal) 
Pixel shader – 
combining and dampening 
Pixel shader – 
blending (+ normal dampening) 
1.Compute tangent of the background surface 
(verticalSurfaceTangent
a.linear step between slopeThreshold and (slopeThreshold + blendSharpness) 
2.Combine background and overlay normals through partial derivatives, considering 
slopeBasedNormalDamp.
(fullNormalCombination) 
3.Lerp colors and normals based on verticalSurfaceTangent. 
Assembling new textures 
●Combining textures with each other 
●Different results depending on which texture is a background 
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