I am getting weird results from the Surface Shader when trying to shade by altitude. As you can see in the screen shot, My WhiteColour node is using a maximum value of 0, yet the cliff in the preview window clearly shows a vertical line of colour, instead of a horizontal one.
I know it's got something to do with the node Named Cracks, which is above it (this node displaces the geometry to form those canyons), for when I disable the Cracks node, the WhiteColour node shades the terrain by altitude correctly.
Note: that I tried putting the Cracks node before the Compute Terrain, and while it gave expected results, the canyons looked different to what I wanted.
So is this a bug? If not, what am I doing wrong? I have included the .tgd file if anyone would like to take a look