Glad you found a solution! There are some complex scenarios where things should gradually fade based on a separate texture, and there currently isn't any component to handle this. For example, you could have it so painting one texture channel acts as 'heat', and when this value reaches maximum it begins painting to another channel like 'damage', and that eventually results in holes being cut into the mesh. Another scenario is having paint drip over time, but have the drip speed slow down as it moves. I plan to add features like this, but I think it would require one component/shader per effect type, and it wouldn't make sense with the current blend mode setup. I'll have to think about it!