At current I am in the process of writing an exhaustive introduction into the Landscape mode of UDK (100+ pages as of today). One of the parts deals with texturing the terrain. What I found very interesting was the fact that we can create convincing shaders without using even a single color image.
Instead all surface information comes from greyscale images. Every tinting is done directly inside the shader itself using a simple multiply node. To save on the limit of 12/16 textures per component of a Landscape, the greyscale images are stored in the red, green, blue and the alpha channel of a 32 bit tga respectively. In theory, we could use 48 different textures for just one component (not counting the still necessary normal maps). For a quick example: