I have noticed that if any of the blendmaps are not either all white or all black around the edges , you will experience bleedthrough along some parts of the edges where the blendmaps are solid.
It's a big problem for me because my terrain is split into several tiles and mountains cross these tiles. So I need to have the blendmap perhaps white on one edge and black on the opposite. This creates ugly bleedthrough seams even though the terrain matches up perfectly.
I could map a strip around the edges of the blendmaps all one material so the bleedthrough wouldnt happen, but that creates a "grid" look on the terrain, and the one material that I could use would be on a mountain top, and in valleys, where ever the seams goes!
And the seams are way too long to cover with trees or such.
Is there a way to use this shader on split terrains without this edge problem?
I hope someone has an idea, I would appreciate any! Thanks