WorldAlignedBlend getting both alignment and alpha/normal?

Hello! I am trying to get some nicer transitions for my landscape’s automatic material. I currently use World aligned blend’s vertex output to blend together my materials based on the angle of the landscape.


However, this smooth transition doesn’t look very convincing. So I wish to make it blend by the normals facing up or perhaps a heightmask like you would use with a landscape layer. However I cannot quite get these methods to work. If i try using a explicit normal map, it does indeed blend by the normal map, but it also completely ignores the slope of the material and applies the normal map as a mask *everywhere. *

Everything becomes the same material regardless of bias or world vector. Do I have to do something first to make the normal map work with world aligned blend?

I also tried using a heightmask as an alpha input, but got the same issue.

I tried using both these methods together and adding them together or lerping them together, but I couldn’t get it to look right. I still get the unconvincing fade, but now the normal just cuts out chunks here and there.


How to make make use of a mask for the transitions between my materials?