# Material layers
Intermediate
Artist
Programmer
You can combine layers of materials to build more complex materials. For example, this screenshot shows the blending of a rust material (left) with a gold material (right):

This diagram shows the definition of the materials blended in the screenshot above:

## Blend maps
**Blend maps** are [material maps](material-maps.md) that determine how Game Studio blends layers. For example, you can use a texture as a blend map:


Note how the blend map texture corresponds to the patterning on the result.
Blend maps work the same way as any other kind of material map. For more information, see [Material maps](material-maps.md).
## Shading models
Stride blends materials differently depending on whether their shading models (eg diffuse models, specular models, etc) are different.
If you blend materials that have **identical** shading models, Stride collects the **attributes** of the materials, then applies the shading models to all of them. This saves GPU.
If the materials have **different** shading models, Stride applies each material's shading models to that material's attributes, then blends the results. This uses more GPU.
## Add a layer
1. Select the material you want to add a layer to.
2. In the **Property Grid** (on the right by default), next to **Layers**, click  (**Add**).

Game Studio adds a layer to the material.

3. Next to the layer, click  (**Select an asset**).
The **Select an asset** window opens.

4. Specify a material you want to add as a layer and click **OK**.
Game Studio adds the material as a layer.

5. Next to **Blend Map**, click  (**Replace**) and select the type of blend map you want to use to blend the layers. For more information about blend maps, see [Material maps](material-maps.md).

Game Studio blends the material layers using the blend map you specified. You can add as many layers as you need.
## Layer properties
| Property | Description
| --------------- | ---------------
| Material | The material blended in this layer
| Blend Map | The [blend map](material-maps.md) used to blend this layer with the layer above
| Layer Overrides | **UV Scale**: A UV scale applied to all textures UV of the material of the layer (excluding the occlusion map)
## See also
* [Material maps](material-maps.md)
* [Material attributes](material-attributes.md)
* [Material slots](material-slots.md)
* [Materials for developers](materials-for-developers.md)