your first post explained it properly. what you suggest is to bias the mips based on the layer weight.
to an extent this can already be done now. all you need is to change the texture sampler’s mip settings to mip bias, and then hook the value of the landscape layer weight to it with some factoring/multipliying/etc.
I would even question the visual result. I would really suspect that blurry/pixellated textures will show through kinda obviously even if it’s only 10-20% blended - these things tend to be eye catchy in a negative way
also this whole thing comes with some limitations:
- biasing the mips disables anisotropic filtering. i.e. makes your textures very noisy at grazing angles.
- biasing the mips by a percentage (based on layer weight) requires knowing how many mips there are available (basically ‘detecting’ the texture resolution) which I believe isn’t possible in an automatic way.
- this is something that happens in the shader itself but making behavior that is landscape-specific doesn’t fit the general-case usage of the material editor. i.e. the material doesn’t know that you’re making a landscape and doesn’t know that you want to activate this feature (and if so, in which specific samplers, which are tied to which specific landscape layers)
so technically I don’t think this suggestion is viable in the current state of things.