Low Quality Landscape Textures

I’ve seen several different implementations of this. I realize math done up-front on the UVs is almost always the most efficient way to to work, but even then I see tutorials/methods that require generating multiple-sets of UVs and multiple texure-samples. Is there a method to generate UVs such that you can sample the one-time, or is that just impossible?

This is the best method I have found that gives basically-true non-tiling (you’d have to have some off-settings and REALLY look for it): Randomized tiling function, eliminate repeating patterns in your textures!

There always seems to be this rule-of-3 to really get past tiling…

For my part, I find using global UVs for my textures to maintain texel-size, but then multiply them to scale up a 2nd sample (no rotation) for each layer works well enough for me. I have a shared noise texture (the ‘3rd’ texture sample, but it’s available across the material) to help break up color (weighted-tint function off the noise-texture) and flatten-out some parts of the normal-map. Those seem to work well-enough to essentially eliminate tiling. Especially if you are going to cover it up with grass and/or other things you would normally do to decorate a scene.

Thoughts? Direction on the UVs? And thanks in advance, and again, you’ve been very helpful to me over the years.