i have a terrain that's gonna be huge. mostly a triangular mesh, so not much impact on performance for polygon count minus occluded geometry. but the problem is that this is all a single mesh, and i don't wanna have too much memory allocate into this texture.
is there a way i could turn this procedural material into a proper shader calculation? i want to have a small baked texture for a far away render and have the shader loaded in on the nearest faces as i approach them. would that be possible?