Mix Shader

Rollover image to view Mix Weight image

The Mix Shader shader is used to blend or add two shaders (including light AOVs). It returns a linear interpolation of Shader1 and Shader2 according to the Mix Weight attribute. A Mix Weight value of 0 outputs Shader1, a value of 1 outputs Shader2, and a value of 0.5 mixes evenly between Shader1 and Shader2

You cannot mix a Surface shader ('closure') with a RGBA shader such as Flat, otherwise, the result of the Surface shader is lost. You need to use two shaders of the same type such as Standard Surface.


The mode by which the shaders are layered. Choose between Blend or Add.

The Add mode can break energy conservation if not used carefully. It is intended for adding two volume shaders, or two shaders that only emit light, while adding two surface shaders like Standard Surface is not physically correct. 

Mix Weight

Controls the amount of blending between shaders.

You may need to insert a Range shader when connecting a bitmap to Mix.

You can connect a texture to the Mix Weight to control the blending between Shader1 and Shader2.

Shader 1

Input for shader one.

Shader 2

Input for shader two.


Shading network used in above example



Workflow Example

Animated Facing Ratio shader -> Mix Weight. Snow shader -> shader1, Mountain shader -> shader2.



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