A vertex-paintable ground material covered by sand and mossy gravel
Create a clear height difference between layers
Use HeightLerp and Displacement based on Nanite
Adding these commands in DefaultEngine.ini under the Config folder after [/Script/Engine.RendererSettings]
Turn Tessellation on in the material setting
And don't forget to enable Nanite Support for the mesh!
Plug in textures for one layer with material attributes
...and duplicate 2 times
Blend them with the HeightLerp node, with Vertex Color plugged in Transition Phase.
Named Reroutes make sorting easy!
And that's pretty much it! We have everything to customize a surface with 3 different layers blended!
(Nanite displacement doesn't appear while vertex painting)
Shadow stays on the mesh when adjusting height multipliers, and looks bad when used in real-time...
Toggle the Shadow Cache Invalidation Behavior under mesh details and the problem is gone!