Long time no update, but I still work every day on the editor.

I rewrote the whole terrain system and shader. Each terrain tile now "only" supports 4 detail textures, but different tiles can have different textures. This mean you now can have REALLY unlimited terrain textures WITHOUT performence loss or slow performence (per tile), because each terrain tile just renders 4 detail textures.

I also added bump mapping to the shader:



The detail textures are saved as atlas textures, because of the limitation of 4 material skins. Each atlas texture includes the detail diffuse map, the normal map and the specular map (as alpha channel):



This new terrain (shader) system works very well. And because the terrain tiles are very small (2400x2400 quants = ~60x60 meters), there's usually no need for more than 4 textures per tile.