Think of using world position as the basis for a mask. 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.
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…
basically instead of using a texture gradient just use one of the channels from world position, pretty sure blue is the vertical one. you just have to play with the numbers to get the gradient to match your asset and then use that as the mask that controls your snow. the only thing that might cause problems is if you use…