I’m trying to come up with some material functions that I can use to control distribution and shading of landscape grass output. I wanna use the same function in the landscape material (grass output - distribution) and in the foliage material (base color - variation shading), eg to influence grass distribution and shading in “dry patches” of the landscape.
Playing around with this I noticed that the landscape grass output seems to interpret world position differently than the rest of the shader:
The landscape in this debug scene is a 7x7, at 0,0,0 with 100,100,100 scale.
Is this a bug or a feature? Any idea how to control grass distribution, so it correlates to the shader function?
Any help appreciated!