How to apply texture for procedural generated world?

I’m implementing 2d world procedural generation for my side project. Currently I’m using Perlin Noise for world generation, like defining water/sand/grass area etc. Something looks like:


This all works fine and now I’ve come to a point that I need to apply real art assets to these tiles I defined instead of just hardcoded pixels.
From my past experience I could use Tilemap to apply the sprite for each tile, this could work. However I do not want my game to looks like (aesthetically) a typically top down 2d pixel RPG. I want a more blur boundary between each regions ( kind of like One Hour One Life if you get what I meant here, sorry for bad explanation).
Anyway I’m using Shader Graph to generate material for water, hopefully in the future for sand/grass land as well. I’m not very experienced with shader graph and texture stuffs. So my question here would be:
Once I finish my shader graph for water, I should be able to have a water_material. Then let’s say I going to make a 10001000 (unity units) map, how do I apply this water_material to each grid? Do I generate __many 11 objects__ that hold water_material (I hope not) or do I make a 1000*1000 texture that only render water(I’ve tried this one but for some reasons Unity refuse to render it when I resize it too big like 100* 100).
Any inputs of how you would handle this kind of situation would be helpful.

Surely how you implement it depends on many other factors related to how you’re actually using it in your game. Rendering/Culling, interaction with it etc. I don’t know what a “1000 x 1000 map” means unless you’re just saying you’re rendering something at that scale but I don’t see a description of how it’s actually used.

If this is simply rendering something “cool” then create the mesh or meshes, associate the UV of the material(s) and render.

Easiest is to use the above posterized output as the control channel in a splatmap material, then plug desired textures into the input slots for each channel.

You’ll probably need to recolor the above to be pure red, pure green, pure blue, to get three different textures out of the splatmap material.

Otherwise, work through a few different tutorials on this stuff. It’s nothing anyone is going to retype for you in this little box.