Additional VIDEO examples which informed this request here (http://youtu.be/17CMHO0T9jk) - long duration, showing closer ranges - and here (http://youtu.be/bHgyBb_aAp0) - shorter, as seen from helicopter.
SCRIPT to obtain the effect attached, check also discussion on it (http://forums.bistudio.com/showthread.php?151752-Alternative-Midrange-Detail-Texture-experiments) *updated* (see setDetailMapBlendPars_2.Stratis.zip attached)
The script full effect unlocks by using a less pattern prone texture available in the thread. But using a GAM_kSlope = 1.67 instead of default value (1) may help showing the effect without the need to install this custom texture.
Close range texture (must be packed with all remaining surface textures) - https://www.dropbox.com/s/gc81omqs4i5jlfi/gdt_customtex.zip
Mid range textures (*_A2 is the one used for in-game renders) - see attached zip
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It is observable that a saturation/brightness issues arises using proposed the blend modes (basic overlay - choosen since it mantains the color space in RGB avoiding conversions and performance costs), differences to in-game may be due to the engine using a more sophisticated blend mode which is more neutral to color changes and additionaly in-engine post-process effects.
To address this consideration either adopting the proposal but using the actual engine blend modes, this way just changing the Blend Transition curve profile. Or, alternatively, address it after the fact and progressively desaturate+lighten final surface render.