The material applied to the render target that generates that blue/white/purple mask has to be wrong.
First.
Given what was shown, the values within are supposed to represent normalized world location values, so the colors would look much like a vector field. What you are showing isn’t it.
Second.
You are generating the seams by having the clear color of the RT be black. Use a neutral color for that, so you eliminate the issue.
Third.
multiply by 1000 isn’t a random value. 1000 is the size of the render target. Not sure why he didn’t use power of 2, but 1024 is probably better, with a matching rt. If they don’t match you will have issues.
Fourth.
I like the vertex interpolation idea, but its not the same result as world position - material offset, is it?
could be why you are getting a wierd starting mask.
The overall idea is that the hit location is stored as a color value and used to paint in on the second pass. Or 3rd pass. The way your images look, that hit data is not correct - and the value 4,0,50 makes little to no sense tbh.
also, the talk was 2017. They may have added the UV parameter to the hit result after that. And if so, wouldn’t the whole first step be unnecessary? The purpose of it all is to return the 0-1 uv coordinate of where the hit took place on the character…
I would try to just use that first, as each RT pass adds weight.
The projection part likely still needs a uv texture.
expanding from the point you pick by 5 units on a non-flat non-sequential UV may still require the sphere mask and uv ranged method even if you have the uv hit location without it.
Try adjusting the points above. See what it does. I’ll be trying my own mud implementation partially based on this. I left the rt texture hooked in my materials and was partially stumped on how to get the hit location until I saw this / didn’t know sphere mask worked like this either.