Couldn't the distribution shader also mask by intersections where it can? If it can do terrain normal and final normal slopes I figure it could also mask intersections. Would be really helpful for the default terrain heightmap snow approach. It relies on the computed terrain for it's slopes, but is missing that beauty of favouring crevices.
Why not use a surface shader as distribution shader?
Quote from: Dune on March 02, 2022, 01:28:34 AMWhy not use a surface shader as distribution shader?
Because that would clearly require extra thought. Lol Good idea. That should work I believe.
Thank you, I'll give that a go in the morning.
Yep great idea, and it actually works better just doing the "snow shader" all in one in the shader tree in a surface layer. Pipe the heightfield into the main input of a default for snow shading, and then the default into child of a surface layer.