GRASS SHADER CREATION PART 04
In this video I build the seasonal color system for the shader. Starting with spring, I mix a chosen color into the base using a Mix Color node set to Color mode with an exposed factor slider (0 = no effect, 1 = full effect), then group it and duplicate the setup for summer, autumn, and winter, giving each its own unique color, made-unique node data, and independently exposed factor. I organize all four seasons into a nested “Seasons” group node, plug each factor into the main group input under a new panel, and fix a shader-mixing issue by adding an extra Mix Shader on top so all seasonal effects combine correctly. With the shader complete, I show how to make it permanently available across all future projects: enabling the Fake User on the node group so it isn’t purged, then saving it via File > Default > Save Startup File so this exact node group and base plane shape appear automatically in every new Blender scene going forward.