I had the opportunity to work on a new terrain shader for the celestial bodies in Kerbal Space Program. Our challenge was to design a terrain shader that utilized a single texture set without exhibiting noticeable tiling. It was essential for the terrain to appear detailed regardless of the camera's distance from the terrain surface. To address this, we dynamically adjusted the shader texture tiling multiplier based on the camera's distance. Additionally, we rotated and interpolated the textures between different tiling values, recalculating the normal maps, to further obscure any noticeable tiling.
Comparison between the old and new terrain shaders