Haha, all of those articles I've read at least 10 times before posting here but thanks.
It seems I was a little misunderstood. I'm looking for away to create an extended "UnlitTwoTexture" which blends the "$basetexture" and "$texture2" 50/50 into a single texture - not a displacement blend - while being able to assign proxies to modify each base texture. What my question is: Is there a way to create say an "UnlitFourTexture" without going to the trouble of, like you said, busting out the c++ and laboring for a day to create 1 texture.
What could I possibly need this for? It's a bit of a big project but I'll keep it simple. In a sense I'm building a computer screen shader with attatched scripts. My question relates to this in that is it possible to (without a new shader) add mulitple layers of masks, proxied textures, and transparents? Take for example the Unreal Engine. The shader builder interface included in UED3 allows for tons layers of textures for a single shader/texture. Is the source engine really limited to two bases per texture?
Example: 3 vmts. 1 solid texture, 2 30%transparent textures. Instead of putting 3 brushes really close together so it looks like one texture, is there a way to just compile it all into one texture/vmt?
Hope that clarifies this up a little.
Also If you check the VMTs for the huge breencast monitor texture you can see it blends 50/50 the _rt_camera and a noise texture using "UnlitTwoTexture" or "LightmappedTwoTexture". Is it possible to add a third texture like a glass overlay?
Wow. That was alot.