Realtime UV tiling

Hello all!
Im working on landscape material optimization and i have UV tiling based on camera disance.
For now i have an alpha 0-1 that representes distance 0-10.000 units, and with that im lerping between two texture samples with landscape coordinates/1 and /100 pluged in UV. Its worked like it shoud be BUT i have 3 texutres (Diffuse/Height, Normals, AO/Rough/Met) so its 6 texutre samples and 3 lerps. What it trying to achive is something like on second image where im lerping UV and not texture samples before plug it to textures, so i need only 3 TS and 1 lerp for all samples. I have 5 layers on my landscape so it would be nice to achive that and cut my textures samples from 30 to 15! The problem is when im trying to lerp coord/1 to coord/100 my textures warping circular like on third image. I cant find anything about UV lerp before texture sample, is it not possible or there some problem with my math?

https://forums.unrealengine.com/development-discussion/rendering/1384337-complex-landscape-material-distance-tiling-function-optimization

Found my answer in forums, there not possible to make it cheaper without double sampling.