Randomized tiling function, eliminate repeating patterns in your textures!

I haven’t used array textures for the material yet, they could be neat for different textures on the side of the tri-planar mapping or even to select a random texture per tile (You’d plug in a bunch of similar grass textures for example). For the current temporal blending based solution virtual texturing isn’t too great, but for a version, without temporal techniques, it would bring large performance improvements. (Also with virtual texturing you could use that same virtual texture to blend in your static meshes, but I couldn’t get the World Height virtual texture to work yet.)