During the production of Breach we often worked with outsourcers, and in some cases we would find some of the assets needed touch up to bring them up to scratch. On one such occasion we had outsourced a huge, animated seal that was the majority of the player's view during the boss fight in the level. When I was tasked with bringing it up to scratch, I suggested we take this asset further with the use of layered materials like our character team was doing since it would drastically increase the visual fidelity up close.
I was offered the opportunity to r&d the system needed for this for the environment side, and in the end was able to keep the shader complexity within reason for a hero asset. This system was then used in a few other places throughout the level, which offered an easier method of matching materials on multiple assets.