I have a little problem creating my master material.
In the center off my mesh I have a cut (like if there is a seam). Cause the UV is created by the world position I need an offset but I do not know how to solve this.
Maybe the reason for this is the second problem, the mask is not used correctly.
As you can see in the images, I placed the mask output as a base color on the mesh to test it.
But if I use it as a mask in the height blend it is placed on each tile, not on the whole mesh,
so I have repetations on it.
I do not know the reason for this, as it is the same output.
At the end, the second material should be blended over the first one using the mask.
Edit: When I use a normal lerp instead of height learp it works and the mask is placed as on the test version (image).
But with this I get a float3 → float1 error (just on Roughness and AO)…