I made this material for some landscape and it looks how I want it to, other than it is really pixelated, especially when a little further away, and especially from some angles.
If I look directly at it from up close it’s not pixelated, but it will become pixelated when you’re looking at it from more distance. I think it’s something to do with the normals but I don’t know how to fix it. I appreciate it might be hard to tell from a screenshot but here is the pixelated material:
Considering your screenshot, and the material setup, I reproduced part of it in engine, and I believe the conflict is located in the Noise > HeightToNormalSmooth > FlattenNormal sequence. Since the height is created by procedural noise, certain angles will look strange, regardless of the setup.
However, the effect can be reduced. I do think a -12 value might be too extreme, exaggerating even the most tiny noise differences. I would test changing it to -1 or -3. You also have a multiply for world position/tiling, if that value is too high, the pixelated effect could be more noticeable, lower that value if possible.
As for the texture itself, open your details panel, and check for any active LOD settings, as well if the texture was set as VT. And engine wise, I would test changing your project’s AA settings, try both Temporar AA and TSR, and check for any changes in the terrain.
You can debug the normals by changing the viewmode from Lit to Buffer Visualization > World Normals. Ideally you have a soft purple look since things are generally looking straight up. Bring in a default cube to see the ground truth.
You can just unplug the Normal input to see if it’s still pixelated without normals.
I don’t ever use the built in noise functions and I don’t quite trust the HeightToNormal method. I would try some good old fashioned texture maps first. You can use WorldAlignedTexture nodes to work with them at the scale you want.