Ok let me help you out

And I know this works because I use it.
You could do it the long way and work with the uv coordinates or you could simply use the very neat TV3D function ExpandTexture, you kan find it in the Landscape class.
like so:
Landscape.ExpandTexture getTex("landtex"),0,0
you will need to manually send these landscape textures to your shader:
LandscapeShader.setEffectParamTexture "layer1", getTex("landtex")
Then in your shader do this:
-Do nothing, don't mess with the UVs.
-I'm using wrap not clamp.
I really hope this helps you

Anyway if you want to mesh with UVs you will need to generate UVs for every chunk. I think you need to say something like:(Vertex Shader)
OUT.UV = IN.UV/(ammount of chunks)
and then you will need to add an chunk offset.
The problem is that the UVs represent only one chunk, so you need to stretch them across the landscape and then calculate which UVs represent your current working chunk. I had this method working bevore, but using the expandTexture function will do basically the same thing.