So I have a UV texture for an object which is basically just a set of lines and curves. It is fed into the colour function of a default shader.
Now, I would like to add a contrasty PF to the mix and have both; unaltered UV tex and a procedural colouration underneath (so to say) the UV map.
I can't seem to set it right. I tried to put the PF after the default shader, before it. I tried the merge shader and even surface shader with one of the textures as a child input. I must be doing something wrong or forgot how it is done...
Could you guys help me out?