Hi!
I have a simple sphere mask material for ground displacement at a location and I’ve been trying to create a solution for applying up to 50 of these across a (spherical) mesh at runtime.
The best approach seems to be writing to a texture parameter with a render target and reading pixel values. [This guide by xnihil0zer0][1] shows one such approach but I have not had luck implementing it with sphere masks.
Below is the material for one instance of the sphere mask: