Display live the type of input or output of nodes in the material editor, it may happen that this is a bit fuzzy.
In the functions, the inputs and outputs are in a totally fuzzy order system, why not do as in the macro blueprint editor?
Virtual texture can dispense with DistanceFieldNearSurface using the world position.
For example, I created a material for the landscape, it is sent in a virtual texture.
Then I use a rock mesh with a material which uses the Virtual texture sample to make a blend with the terrain.
For the moment I use the DistanceFieldNearSurface to know the intersection between the ground and the rock, but all the hollows of the rock are also marked in the mask.
If I could have the worldposition of the ground (precise), I could compare with the world position of my object to create a mask of intersection only between the landscape and the mesh of the rock, which could allow to make a simple blend and reduce the cost of shaders to do this technique.
I know that for the moment virtual texture is in Beta for the moment, but one could imagine quite simply obtaining a sample only of the ground without passing by the virtual texture, even if I imagine that in the future one will use virtual texture more often than simple texturing.
My function is poor detail (4.23)