I designed the material structure for all characters in the game. In essence the system allowed artists to customize the shader to adapt to the needs of the character, and then it overlaid another shader containing the procedural “status effects” of blood, water, frost, dirt/snow. Initially I had damage and wear hooked up to the durability attribute but due to scope issues that only survived on player weapons, not armor.
Our engine and tools (which I helped design) allowed us to update the procedural materials as a template that automatically populated to all characters. This allowed me to iterate quickly to get the look we wanted.