The term for this is called triplanar mapping. Before getting your hopes up, the answer is no, TDM does not have this capability.
That said, I once did an experiment some time ago, I achieved some degree of success but there were some major drawbacks:
The features:
Using an RGB splatmap, I could paint 3 different textures onto the ground.
A 4th texture would automatically be used for vertical areas using triplanar mapping.
Where different textures meet, instead of linearly blending them together, they are blended based on heightmap. Lacking actual heightmap data for the textures in use here, I substituted a grayscale map of the texture and still got good results.
Why you shouldn't do this:
Custom shaders are fun to toy around with, but they're likely to get broken in future releases. There was another thread for discussion of this here.
This isn't great for performance, it's a heavy material that will get run on large portions of your screen.
All the magic happens by modulating the diffuse texture. You can't have normal or specular maps.