Some small stuff here as I was just messing around with the default terrain, I got a bit of detail and color map added to improve the terrain visuals up close and from a distance. Still a work in progess with the height or elevation modified to shorten the process and generate a 2048x2048 color map.
Color and Detail map only
Terrain Weights texture as Color map for testing and aligning uv scale
Thanks guys! As for other media like these replacement diffuse textures, it was a quick test so I have used L3DT to generate color maps out of its base textures and the modified heightmap. I have used the Temperate climate set on this setup and apparently the license prohibits redistribution of its base textures, so I’ll just find other alternatives that has either Public Domain or CC license when it is ready for PR or release.
Where would PackedDetailTextures come from? I imagine i have a single texture, a splatmap, where each channel contains a different material definition: sand, grass, rock and snow (R, G, B, A). I use those as masks to apply 4 different channels in my terrain. Each material contains 4 textures: diffuse, specular, normal and detail.
You can also use texture arrays to allow for more textures. You can do this manually (send a large texture to the shader which contains multiple textures), or using the TextureArray feature.