Yeah I’ve done some similar simple hashing bits of code before so I might look at that.
The great thing about is that on the landscape, it uses the cascading shadow map and with the pixel depth offset the character shadows into the POM correctly.
The actual bombing material itself is working nicely. If I overlay one layer of bombing (i actually prefer the term splat) over the original tiled texture, it hides the original seams nicely. These images are without POM but you get the idea…