Procedural camo texture - reworked
The old texture was not customizable enough, so I quickly put together a new one:
color defines the base of the camo model
tint 1-3 modify the existing (one tint per patch layer)
scale, detail, distortion and vector control the overall form of the camo texture as in every other standard texture
Since the result is a texture (and not a shader as usual), I should explain the outputs as well:
color is the default output that you would expect from any kind of texture
height on the other hand is pretty useful for advanced shading, because it is composed of each patch layer. This creates a normalized 4-stepped heightmap (1 base color + 3 tints)
In this image, you can see the result of the height as the bumpmap input combined with color and reflection.
The nice thing about the height output is that it creates the illusion of layers, which could have been painted on the surface!












