Procedural moss and grass fully created in Substance Designer at 4k resolution. These textures were created for an environment multi-material used for an UE5 graphics prototype. These two materials are game ready. The moss material was a tough one to produce, especially all the grass blades needed to look convincing from a close and long distance. I enhanced material definition enabling a little bit of secondary light diffusion using SubSurface Scattering and Fresnel relefections.