Particle system + Material distribution by texture

When using a particle system I know you can randomize colors / materials using the workflow as in https://github.com/bdancer/blender-for-vray/issues/30

However, is there also a way to drive the material distribution for the particles using a texture, e.g. a checker procedural or image texture, mapped onto the emitter object or by using world coordinates?
Example: making batches of brownish grass in a lawn (which are not completely random but rather localized).

I guess you could achieve the effect using multiple particle systems and driving density using image textures, but that is quite cumbersome. Is there a way using material nodes for that instead?

I’m not sure if it’s possible; Blender simply returns me an object list from particles, but I’ll think of a possible workaround…

That would be really great!
In Cycles it does seem to work, at least to use the location of the particles. Here is an example of using a simple tresholded gradient which governs material distribution. See attached images for render and corresponding nodes.