Create a noise layer for moisture alongside Terrain and Water. Use this to store a per vertex moisture value in the range 0 to 1.
In the shader the true height of the terrain is already being used for texturing, determine a method of normalization such as using the highest value mapped to 1 and lowest value mapped to 0. Then use the moisture and height value per vertex to determine a color hue from a gradient texture map.
The gradient texture map would probably be the easiest method so we don't need to load a moisture texture for every temperature zone (elevation).
Create a noise layer for moisture alongside Terrain and Water. Use this to store a per vertex moisture value in the range 0 to 1.
In the shader the true height of the terrain is already being used for texturing, determine a method of normalization such as using the highest value mapped to 1 and lowest value mapped to 0. Then use the moisture and height value per vertex to determine a color hue from a gradient texture map.
The gradient texture map would probably be the easiest method so we don't need to load a moisture texture for every temperature zone (elevation).