Landscape masking in shader ?

If you created a “LandscapeLayerSample” in your landscape material you can then under the Landscape/Paint access that and import a file such as a slopemask. But !

But can you also setup such a slopemask as a texture directly inside your landscape material so you dont have to use the hole “LandscapeLayerSample” and import a grayscale from disc ? because then I could have a RGBA with 4 different masks directly in the shader. I have tried this and it does “work” but I have a realy hard time matching up the height texture with the masks for some reason. is there a known method for doing this or any other help would be appriciated !
The problem I am having is that I have no clue how to “uv” map this so it fits the exact same “uv” that the heightmap has.

You can generate a slope mask in the material, like it is demonstrated in this tutorial.

As for matching texture and landscape UVs, here is a link to a post with example.

The matching texture and landscape UV link is perfect ! Thats just what I wanted and now it works following that example, it is what I tried to do but with the landscape cord node, didnt know about that World Position node :slight_smile: