Use mask provided by engine to influence graph?
I'm trying to make a kind of lava animation in Substance designer. The animation is pretty much lookign the way I want it, but I've had this idea. What if I make a lava lake and the edge of the lava lake where it touches the walls is brigher/darker?
In Substance I can easily make a mask and use that to influence the material in just the right way I want it. But let's say I want to make two lakes. Of different sizes and shapes. If I don't want to create a new material for every instance of me using lava, I need to get the mask information from the engine. And getting a mask would be no problem.
But is there a way to use a mask from Unity and incorporate it into the graph? On a per item basis?
Or would that be something I'd have to construct from scratch with shaders?
Thank you!
