From what i intepreted, the vectortofloat takes information of the normals from the surface globals then, the output has fval1,fval2,fval3 which equates to axis X,Y,Z. By connecting the fval2 = Y to the bias of the blendregions, this allows the different shaders that connected to the input of the different regions to map the shader accordingly varying on the pointing position of surface normals of Y-axis |
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