The Blend feature controls the blending behavior between the main and secondary materials found in the Weighted Blend shader.
This shader type is designed primarily for the purposes of having two entire materials with their own texture repeats/offsets, where a single pre-multiplied material wouldn't serve. A common example might be a rocky outdoor material repeated 4x8 times across a large piece of geo, and a more detailed moss pattern repeated 3x6 times, or some other interval.
The prime visual advantage of this is that by using interfering intervals (ie. intervals without a common multiple), one's texture borders between the two materials never line up, thus helping visually hide the obvious-repeat visually.
|Heightmap(G)||Data Map||(G) Heightmap used to control blending. [Tiling, Offset, UV Set]|
|Weight||Float [0-1]||The weight of the effect.|
|Cutoff||Float [0-1]||Controls the value in the heightmap at which blending begins.|
|Blend||Float [0.0001-1]||Control the blending range.|
|Vertex Alpha Tint||Float [0-1]||Gradually overrides the Cutoff value with the vertex color alpha.|