UV (World Position) Offset and wrong mask problem (Material)

Hello :wink:

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.

Any ideas?

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)…