Runtime material composition is the process of blending some materials at runtime, based on some blending parameters, such as vertex colors or blend maps. For our purpose, I developed a method which blends 4 different materials based on vertex colors and height maps. All 4 materials have their own albedo, normal, specular, glossiness and height maps.

I’ve also made a 3Ds Max shader for our artists to play with the technique and texture their models using it.