I understand that many might like that, but outside of prototyping purposes using it like that won’t be very useful as each separate map would add three more texture fetches and that would quickly become very expensive.
But I have now added a new material that uses TAA for blending without a heightmap, so the transitions are just linear gradients. It still looks surprisingly good and with this adding another texture sampler will only add a single texture fetch. (for reference the height blending based material has with my two textures has 230 instructions and 6 texture samples, the TAA based material has 237 instructions and 3 texture samples (one of those is for temporal blending)). The new material can’t be used with tessellation though.
Comparison screenshot left side is the old height based method, right is the new material. (The two ground planes are touching and I can’t really tell anymore where one material starts and the other ends.)