Showcasing Vertex Paint, Trim, Tile and Layer blending workflow.
Asset uses 3 UV sets, each UV set has a specific role.
First UV set is using Tile Textures and is a Base Layer (defines what kind of surface material will be)
Second UV set is for Trim Layer (edges and what ever else to make the model look unique)
Third UV set is for Paint and Wear Layers (material tint and wear)
Trim and Paint Layers are applied over the base using custom masks and Wear Layers are applied trough Vert Paint.
Other than this explanation I wont be going further into how the shader actually blends textures and preserves specific details.