//GrassMap Filter//
uint Seed = ComputeSeedFromPosition(Position);
Position.xy += (float2(FRand(Seed), FRand(Seed)) - 0.5) * 45.0;
Position.z = Landscape_GetHeight(Position);
float Density = FRand(Seed);
float Thresh = GrassMaps_SampleWorldPos('PCG_Grass', Position.xy).x;
if ((Density) > Thresh)
{
Out_RemovePoint(Out_DataIndex, ElementIndex);
}

A GPU-powered foliage spawner that saves you hours every project.
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