I'm trying to apply different tints to different layers of diffuse textures in the viewport. It's basically what ‘ogl_uvlayer#_tex_tint’ is supposed to do:
I tried to use this parameter with the default viewport shader, but it had no effect. I then read in this post [www.sidefx.com] that “the UV layers are only supported by Heightmap materials” as of H16.5. Is this still the case, or am I missing something on my end? Is there any built-in materials that use multi-layer textures, other than the one in Heightfield Quickshade?
Additionally, I wonder how multi-layer textures are handled by viewport shaders? My current understanding is that the glH uniforms glH_DiffuseMap and glH_DiffuseArrayMap are, by themselves, multi-layered, so that one call of
texture(glH_DiffuseMap, coords);
Any help will be great!