Karim Yasser, a talented Lighting Artist and Unreal Engine Instructor, has recently shared an impressive demo highlighting the capabilities of Nanite tessellation in Unreal Engine 5. Utilizing this toolset, he set up a remarkable shader capable of blending between two materials based on world normals.
Particularly useful for generating snow, moss, and rocks on top of objects, the shader was further enhanced thanks to the creator's use of Displacement to add geometry to the mesh instead of Normal Maps. According to Karim, the setup is currently WIP and will be further refined in the near future. Once complete, the author plans to share it alongside a detailed tutorial explaining the nitty-gritty of how the shader works.