Hello!
I´ve been working on a procedural-infinite-chunk-based terrain system :huh: , last week I started to work a bit on the terrain shader. Right now I just have 2 textures, and I weight them depending on the normal of the surface:
// Get slope
float slope = pow(dot(float3(0.0f,1.0f,0.0f),normalize(pin.NormalW)),5.0f);
float4 albedo = lerp(albedo1,albedo2,slope); I use "pow" as an intensity for the second texture, so it will show up sooner. This gives quite boring results:

I would like to achieve something similar to this:

I´m not sure if I have to work on the terrain generation ifself or maybe tweak the shader (or both).
See you!
