Didn't get further than having a different color for each offset. There's some garbage in there, mostly trying to find a way to get the middle to streak like in the image above. I made a mistake way back when messing with that node I did for that Uncharted thread, it streaked the textures and did funky stuff that might…
Here was my attempt at moss in UDK. The node setup wasn't crazy (less than 30), I just can't get it to look right without tons of noise. And HLSL is the way to go for this (more control).
You can use the BumpOffset node to do this. Duplciate your texture, hook a bump offset into it, and a single vector for height. add the BumpOffset texture & your non bump offset texture together and you'll get this. The one challenging bit, is getting that cool ghosty effect between the bottom & top layer...You could fake…
This seems like a job for..... [paste obligatory shader superhero name here]! No this looks pretty awesome. IT would be really easy to set up via HLSL code, it's actually looking to be the EXACT same way that people do Hair/Fur in real time. It's easy enough to set up via Unreal, however it may be a very complex shader.…