Blend 2 displacing textures for landscape?

Tessellation multiplier should always be the same imho. Mostly because it easily adds overhead and slows rendering. Also there is no real way to get the value to change per brush/layer as far as I have noted.

That said, here’s a screenshot

The 0 + wet sand is just the emissive channel, you can ignore it.
I’m passing the tessellation into the Normals as the height blend. not sure it’s crucial, but it takes a good 2 min to recompile my ■■■■ shader, so I’m not messing with it.

And prototyping with solid colors is a good idea, but you often run into issues (like running out of samples for texturing later on).