Landscape material created from just two material functions creating endless variations using the same textures simply adjusting the exposed material instance parameters and the exponential fog and lighting parameters. It uses a tiling near/far setup using Pixel depth offset which produces no edge distortion at the cost of needing two sets of textures to make it work (in the material function). The material can easily be extended to include more than two materials functions. As it is now the material does not use and vertex colour masking but can be made to do so quite easily.