While rendering to terrainData.heightmapTexture I discovered that writing 1.0f to pixels doesn't result in terrain of maximum height (as specified in "Terrain Height" inspector field) but 0.5 does (1.0 is twice that and not available for manual brush edits). Seems odd/surprising but I expect there is sensible reason behind it. Can sb explain this behavior?
(image shows terrain after rendering a sine wave (0.0-1.0 range) to it. I was using a compute shader > Graphics.CopyTexture > terrainData.DirtyHeightmapRegion path)