so what i have here is a shader ive set up to use a gradient mask, mixed with a heightmap. i want to be able to control the height at with im blending the snow on the mesh, but since i have repeating textures, it repeats every UV section. is there a way to get this so i can effect the entire object (if possible without adding an additional UV channel).
heres what ive got

Replies
There is a Function called "World Aligned Texture" which should be what you're looking for.
how would i use world position to do this. here is the bit of my shader that im working with, if it helps.
the offscreen connections are just heightmaps going into the subtract and multiply nodes, and the alpha of the lerp here is just a vertex blend.
Like.. Think of the world grid AS uv's a d your model being placed and moved around in them.
I'll give a more thorough answer later, but see if that analogy helps.