Well, still no. I have to investigate even more.
Trade-off is Memory footprint vs. polygon count.
I want ot avoid 3D textures at all costs, which means no Mesh Decimation for rendering, thus cut-off of old hardware. (I still use mesh decimation for physics, however).
In Ogre I did multi-pass splatting.
In Unity, I want to use Texture's height maps for tesselation... which means - I have no idea how to tesselate something that is multi-pass.... E.g. 4 materials per pass... as I know, tessellation is one-pass and it will be very difficult to tesselate voxel terrain with more than 4 textures... and one pass...
So, back to the deep research
As usual.
Also, how am I supposed to pass custom color buffers to a vertex shaders? I want to achieve multi-pass materials where each pass sets different color buffers for the vertex shader, in order to calculate splatting. If I use Texture Arrays, I think that I can have 16 materials per pass with only 4 lookups in the pixel shader, but them I cut DX9 and DX10 class hardware very seriously...
And I love tessellation. I definitely want to try it as a 2015 game, but still, allow users with old hardware to play the game without most of its effects