Much better!
However, sand is not transparent and this is why the transition looks a little strange or game-y.
You could sample another rough texture now and multiply your blend factor variable by it (one channel) or probably better, subtract it, like this:

Code:
blendFac = what you currently have, maybe times;
float warpFac = tex2D(warpSampler, InTex).x;
blendFac = saturate((blendFac-warpFac)*10); // try different values here
float4 color = lerp(sand,stone,blendFac);



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