Yeah basically there is a new function to tie grass distribution to textures or layers. But since its all being blended I am not sure how to leverage it. Very powerful functionality. You should look at it for sure. Could open up an entirely new functionality of procedurally generating meshes and grass coverage based on your engine.
Within the master material. Is there a way to identify some for of unique layers. For example: I want to tie a grass mesh to your grass texture 1 but when I do the grass mesh gets added all over the place since I believe you are blended all the textures some how with your magic. How do I isolate a texture within the master material to use with a grass tool.
C