- 3 layers of materials height blended together using splat map.
- Distance based tesselation and displacement.
- Detailed control.
- Create new material and assign this shader to it.
- Assign splat map. R component represents first layer, G - second, B - third.
- Assign textures(Albedo, Normal, Roughness, Height) for each layer.
- Change settings so that the material looks good.
Maybe this is not the best example, but I did not have more suitable textures.