This is probably the oldest question in the book, but it’s 2017.1.1 and all the solutions I’ve found online so far are for Unity 5 or 4.
Massive terrains with painted textures have evidence of tiling from far away. I’ve seen cheap solutions online like mergin the texture with another one or hiding the tiling with props. I don’t want that, because I need large open plains of the same texture.
What I’m looking for is a solution similar to one I saw online: he made a shader that took the texture and replicated it over itself at random sizes to reduce tiling. How can I make a new terrain material that does this or something similar to this?
Edit: example solution in UE UDK | TerrainAdvancedTextures
Free solutions are appreciated.