Much better! However, sand is not transparent and this is why the transition looks a little strange or game-y. You could sample another rough texture now and multiply your blend factor variable by it (one channel) or probably better, subtract it, like this:
Code:
blendFac = what you currently have, maybe times;
float warpFac = tex2D(warpSampler, InTex).x;
blendFac = saturate((blendFac-warpFac)*10); // try different values here
float4 color = lerp(sand,stone,blendFac);
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual