Randomized tiling function, eliminate repeating patterns in your textures!

Yes, the function as is in the project is set up with my specific texture packing. The channel I’m using for height is often called displacement or depth depending on the program you use for textures.
For more texturobjects just look at the current “albedoRough” input in the “TiledHeightBlend” Material Function and build the new texture input from there, it’s just a few nodes to add an additional texture.
If you don’t have height information available calculating average colors(just add your RGB channels and divide by 3) or a normal map based blending should also lead to good results. I just went with height since I was using that already in my landscape textures anyway and it’s simple to blend with.
The place you’d have to change for different blending methods are the connections going into the block commented with “texture height for blending” in the “TiledHeightBlend” Material Function.