What is the most efficient way to put a diffuse color map on a heightfield? Currently I have 1 shader for getting heightfield displacement, which is fed into Compute Terrain. Now, the diffuse map I get via Image map shader, fed into Surface Layer. Now, if I need to position/scale/rotate the heightfield (read: always), I basically need to recreate the same translations for the image map (I use Transform Input shader for transforming HF displacement; Transform merge shader for HF color). I am sure my approach is suboptimal.
Best!