Material driven shape keys

Hi there
I am currently trying to find a way to let shape keys be activated driven by a mask generated from the object info random value. The idea is to have grass models with a “dead” shape key and when the “dead” color from the material gets enabled, the shape keys would transform, too. The random value gives each object and instance on a particle system a different value, so that not all plants would get dead at the same time. This thread kinda solves the problem with a driver: https://blenderartists.org/forum/showthread.php?330133-is-it-possible-Shape-key-driven-by-material-value-node
But some problems still remain. I can only acces the default value for example. So I have two questions:

  1. how to access the actual (not default) values of nodes in a material node tree?
  2. how to set shape keys for every individual particle instance?

If you have any other idea on how to get this going, I’d appreciate it as well of course :smiley: