To add though, even if it’s not physics, the terrain origin is irrelevant.
You can convert the world position you want into the local-space position of the Terrain by using the standard Transform.InverseTransformPoint (with the Terrain GameObject Transform).
This local-space position can then be normalized using the [size of the Terrain](http://The terrain size: Unity - Scripting API: TerrainData.size) (devide it by this). Just a standard normalization.
I’m not a terrain expert though, I’ve never actually used it.