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GRASS SHADER CREATION PART 03

In this video I clean up the node group by organizing all exposed sockets into labeled panels (random leaf color, translucent/color settings, global hue/saturation), making the shader much easier to navigate. I add another randomization layer using a Noise Texture (switched to 4D so the W value acts as a seed) fed through a Map Range and Hue/Saturation node, giving color variation within each individual blade rather than just between blades, with a Color Ramp available for a more contrasted look if desired. I repeat the same exposed-control setup (factor, min/max, scale, seed) for a second “random cluster” effect. Finally, I start building seasonal color control by adding a new Hue/Saturation node ahead of the color socket, setting up separate adjustments for spring, summer, autumn, and winter looks.