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Biplanar mapping could also be looked into, as it significantly reduces texture reads (at the cost of more time spent computing in the shader). If you're doing hex tiling or parallax mapping, it will likely be worth it as both of these techniques require a lot of texture reads.
it should be controlled through vertex colors
uses triplanar blending as base
maybe diffuse only
should have terrain variation in the distance based on Practical Real-Time Hex-Tiling: https://www.jcgt.org/published/0011/03/05/ or a similar technique
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