Scale variation material

Hello,

Is there a way to make a mesh like grass to have scale variation done inside the material?

most certainly possibly - with the usual WPO restrictions.
it’s basicly about getting the vector from the individual vertex to the pivot point and feeding that into WPO multiplied by a strength. getting a random value for that strength could be based just on world position (using a frac for getting the decimals could be an approach) or making it based on a projected texture… all in all super easy.