Hello I am working on a grand strategy project and I am currently working on the terrain rendering. I want to avoid using splatmap to texture the terrain, and as I don't need complex blends (max 3 texture blending together on a single triangle) I think I could use vertex data to achieve what I want. I will explain my idea with a basic exemple on a single triangle: I use Vertex Color (r,g,b) and 3 other float values d1, d2, d3 (using unused uv or something) This triangle will have 3 vertex, v1, v2, v3. v1 color data (1,0,0), d1=idx1, d2=0, d3=0 v2 color data (0,1,0), d1=0, d2=idx2, d3=0 v3 color data (0,0,1), d1=0, d2=0, d3=idx3 idx1, idx2 and idx3, being the indexes of the texture I want to use for each corresponding texture. Then in the fragment shader, suppose the interpolation coordinates are i1, i2, i3, whe have the color in the fragment = (i1, i2, i3), and I can find idx1=d1/i1, idx2=d2/i2 and idx3=d3/i3. I worry about division precision... I am a total shader beginer, so can someone help me a little bit? Is it a good idea? Would you have some outline of the code? Should I take another approach, use command buffer or something else? Thanks in advance.