Landscape material with parameters to hide noticable repeating textures.
Weighted landscape layers that uses height information to blend more more naturally.
Moss shader randomizing the pattern based on absolute world position. The bark is also tinted in the same shader technique to ensure greater variation for each placed tree.
Height based lerp using the mesh's local position to shift between two textures -- older expanded bark to finer bark in this case.
Vertex painting using an edgemask function with the input of the moss opacity mask coupled with a height connected to world position offset to get a bit more depth.
Water shader coupled with a "wetness" decal