PCG - Pass landscape physical-material via custom HLSL node - 554

Using 554. Within PCG, using a landscape as a source, I cannot seem to pass-through the physical material via a custom HLSL node. Is this possible?

I can see the attribute going-into a regular surface sampler:

Yet in the custom HLSL I am using (courtesy of https://www.youtube.com/watch?v=UUggrLxg3c0), I can see all the same attributes BUT the physical-material (of course):

The input-pin of the HLSL doesn’t even show me what data is going IN to the node…:

Any direction here? Can I get the benefit of using GPU-accellerated HLSL with landscape physical-materials? I am trying to make a functional landscape-grass replacement (1:1). I can get the landscape maths into an RVT, which drives the physics layer, which can be read in PCG. It works for the surface sampler but pivots on the physical material for the grass-layer.

Help! :sob:

EDIT: to be fair to Epic, when using the top-path, not the HLSL, the grass overhead remains pretty-well locked to 0.05ms which is a VAST improvement over the, sometimes, seconds of update-time for large-volumes of grass in large open-world landscapes. So bravo! It just seems this is a bug/oversight/inconsistency that I ran into.. If I could make that 0.05 into 0.01 I would, hence the want for HLSL in this case.

EDIT2: 0.01? I did! But not getting the physical-layer is still and issue in the cases where we still want to use HLSL..

Hey brother it seems like you’re actually deep into the Custom HLSL and I couldn’t help but notice that you are an advanced user. If you wouldn’t mind sharing, I couldn’t get the RVT to get sampled in PCG. The landscape material is writing to an RVT and I have enabled the sample RVT in the get landscape data node, but the HLSL code Epic provided simply won’t sample any data, I am writing my data to BaseColor and would like to write it back out to the color attribute and remap it to density, my plan is to have a unified and visually debuggable texture that is shared across PCG and other assets. Any insight from a technical artist like you would be greatly appreciated.