I have this material of a rocky wall. At far it seems okay, but often when walking close by it's obvious that the texture actually has not enough resolution and seems way too blurry.
I remember some techniques used in Serious Sam 1 game, where they added some kind of noise layer on the textures which managed to give impression of better detailed textures.
How can I achieve effect of a super high resolution texture when player looks closer?
In game engine I'm using I can use/write shaders, materials next passes, etc.
I though about using triplanar normal textures blending, also with albedo textures blending too. With the help of triplanar texture coordinates I can use small seamless detailed textures that can blend with the original texture, but I lack knowledge of algorithms for blending normal maps, albedo textures without distorting them.