A quick video of all of the pieces put together. The landscape now uses a tesellation shader to generate higher levels of detail but I dont use those extra triangles at the moment other than on the river surface, which is animated from a height map. The sea doesn’t yet use a tessellation shader but a fixed concentric circle mesh which achieves the same result but with hard coding.
The trees and shrubbery are generated usign the same techniques, planted using a Voroni cell map. The textures over the landscape have been colour matched so they are not so obvious in transition – but I may have over-done this as it all looks the same basic colour now. Back to the drawing board on that.