TLDR: I'm trying to figure out the best method of mixing textures across UV edges in a dynamically textured mesh. For instance, if you have a plane with 4 faces and each one has a non-seamless texture applied to it, is there a way to mix the textures across the edges?
I'm making an adventure game where the terrain is dynamically generated. I've considered a few methods of texturing each face if the terrain but I run into problems with seams in the UV mesh. I've been pointed to Cycles but, and this was a while ago so I might remember wrong, I had problems getting it to work in the BGE. I was pointed to video textures, but I think there was still an issue with seams.
I tried, at one point, using the RGB color channels but I ran into an issue with only having 3 or 4 possibilities for texture. I think it was one default, and one for each color. And this also caused obvious squares, as I was applying this by vertex colors.
As an example I might shift from grass to dirt, and the edge this happens along should fade from a green grass texture go a brown dirt texture. At the moment it looks more like Minecraft, with an obvious seam between blocks.
What method should I look at? I like the idea of making a single image with each type of terrain painted in a grid, and moving UV's to change terrain type on the mesh. This is easy enough but I can't fade the textures together.