Here is something I never managed to understand, why isn’t Layered Lit height blend a normal height blend?
As far as I know, this is a normal height blend (Material Height Blend node in Substance Designer), where you can control the contrast of blending in cases only sharp transition make sense (Grass → Mud).
But what we are seeing with Layered Lit, with a lot of adjustment between Height Transition & Height Map Parametrization, we never managed to get this sharp transition. At least not while preserving decent blending with vertex color (small Height Transition value make the vertex color very apparent):
I discover that the most important part of the height blend in Layered Lit is not Height texture, but the Alpha channel of BaseColor, the doc called it “Density map”.
It’s not well explained in the doc, but density map is critical in being able to transition between textures naturally, instead of an unrealistic opacity fade when Height Transition is 1.