Landscape Reflections - Being PBR is Not Enough.

It is called Composite Texture in Unreal, and I have absolutely no idea why so many authors are not making best use of it.

But it addresses only texture level details, not geometry details, which play pretty important role with landscapes, and will still result in glare on landscape, unless something is accounted for during shadow projection.

There is one remedy, I might suggest for specific case from rendering side. That being, store sun microshadowing in additional gbuffer target, so that it can calculated in material, and when averaging out, will get you distant directional occlusion. Microshadows would be applied during shadow projection pass.