Landscape Material on Near Vertical Landscape - Am I Doing This Right?

Okay!

So, I’m aiming to create a terrain using Arches National Park as reference, and it makes sense to me to keep as much of the terrain detail as possible done on the landscape. This includes a lot of the near-vertical eroded dirt/rock layers beneath the larger sandstone structures.

Right now, I’m using three landscape layers to accomplish this - one layer using standard UV projection (just a TexCoord multipled against a scalar for control), one layer using TCMT YZ mapping in a LandscapeCoords node, and a third using TCMT XZ mapping, and manually blending all these together to avoid stretched textures on the near-vertical portions of the landscape mesh itself.

I’m looking for a sanity check to see if this is the best way to go about accomplishing what I want; would/should I be using three separate landscape layers for this? Can I somehow condense the two mapping methods into one, to make one horizontal layer, and one that I use on vertical surfaces?

There is a world aligned texturing material function for that.