General process for nanite assets. First we bake the vertex on the mesh, the color info is used as a mask
Visual of the baked vertex colors.
the general layered material, in this case we have the tarp, a lighter version of the tarp, and a dirt texture
Custom primitive data settings. By tweaking these settings, we can increase and decrease the dirt, and the lighter tarp color.
And finally, the final render. This process allowed us to have a lot of costuming options, while keeping the texture counts relatively low, and resolution high