Code Snippet

Copy this into your HLSL code

//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);

}

Should Look like this

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