Splatmap uses alpha channels to show or hide an array of textures.
Splatmap tells where on terrain’s vertices the array textures will be visible. So then resolution of texture blending is dependent on amount of vertices?
Probably it is possible to apply via UV data in order to use an optimized mesh but still get good resolution? If so, what must our UV’s look like? Stay in 0-1 space, be able to scale up down for tiling?
And a mesh can hold multiple UV channels, correct? What benefit can we gain from that?
<<So then resolution of texture blending is dependent on amount of vertices?>>
No, quad have only 4 or 6 vertices and can be used to project textures of any resolution regardless of that fact.
Splatmap like blending techniques usually use one of two: vertex color or texel color, but not both, to select texture influence it’s depend on concrete case of using.