So I'm working on procedural generation in unity and I've got to a point where I'm working on blending between two chunks of terrain (Each chunk is a square for reference).
To do this with the height I generated a 3 dimensional array which is of a size:
[numOfXVerts, numOfYVerts, numOfTerrains]
This is done so that [x,y, 0] stores the weighting of the forest terrain and [x,y,1] stores the weighting of the mountainous terrain and so on. This works with height fine as I don't need to use a shader however when using shaders I realised that I can't use a 3 dimensional array inside a shader.
So my question is two part, is there any conventional way for me to use weight the way that I have made it in a shader? and how is blending from one type of terrain to another usually done in procedural generation?