Enabling Edit Layers in a world partitioned landscape and using weight-blended material layers causes bizarre “shadows” in the shape of the painted area to appear at a fixed distance from the painted area.
i.e.
Create world partitioned landscape with Edit Layers enabled
Create a landscape material with at least two different material layers
Create layer infos for both set to weight blended
Fill landscape with material layer A
Paint a spot on top with material layer B
A Dark “shadow” of the painted area will appear at a fixed distance on the landscape
Add a new edit layer (This will be the one we actually paint on)
On the base edit layer, we fill it with a single material layer.
Unsure if it needs to be non-weight blended, but I made it so.
Set the base edit layer paint alpha to 0.0001 or similar
Optionally lock the edit layer, since we won’t be touching it again as far as painting is concerned. (You probably don’t want to touch heights on it, either. Better to have a separate layer for that too for a nondestructive workflow.)
Alpha of 0 means it will have no effect on the stack, which isn’t what we want because this is what will fix our weird shadow issue, but we do want it near 0 so that it has no unwanted visual impact on our actual painting layer.
And there you have it. The weird shadows are gone, and we can use the new edit layer normally.
Clearly, this is more of a workaround or a hack, for some kind of issue with the edit layer blending/normalization/something, but this is the only solution I found.