As for such talus piles, they aren't generated by erosion shader directly. Maybe it is possible with some clever use of masks/maps, but shader doesn't produce it because of very simple deposition algorithm used in shader. Some early experiments with deposition gave similar effect, but there were other problems, so I decided to stick with simpler deposition algorithm, which doesn't model sediment transport.
I hope to get better sedimentation and deposition effects in my future works.