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To prevent depressions along snow edges (blend zones), clamp the displacement in the material nodes. Note that the RT World Size must match the aspect ratio of the RT Resolution when using it.
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This is interesting, does it change based on where the player/object overlaps? (Compressing the snow?)
All effects are manually controlled via the function snowMgr.DrawFootprint(footWorldXZ, footRadius, footPressure);



