Near the edge of the landscape, the color of the grass was stretched.
Is this a VT or RVT?
Could be anything.
For an RVT, Could be a misalignment of the RVT volume with the landscape, could be the compression in the RVT. The banding looks just-like the issue described here: Runtime Virtual Texturing in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
Could also be an issue with large-world-coordinates in your shaders: Efficient materials for large worlds | Tutorial
Show us a shot of your RVT-settings if you are using them, otherwise if it’s just a virtual-texture, it might be in your UVs?
How is your grass supposed to be getting it’s color?
To perfectly match two pixels, they must share the same GBuffer attributes, meaning their Shading Models, Base Colors, Normals, and other relevant properties should be identical.
Therefore, at the very least, the normals at the base of the grass should be blended with the terrain’s normals. Failure to do this will result in a visible discrepancy because the lighting calculations will differ.
You don’t want perfect pixel matching, but generally there is a distance limit to Rt or RTV both. It’s possible it is just running into that “limitation” since there isn’t enough shared for other determinations…

