its a tailored Yebis based shader system. we select from multiple shader types Nonkel independently. notably the perpixelmultimap shader is what you are probably most used to working with in substance.
http://www.siliconstudio.co.jp/middleware/yebis/en/features/
quickly threw this together. this is a typical road shader setup featuring diffuse(&alpha), MASK(RGBA) Normal map(&ALPHA) all DXT5 DDS.
this is multilayer_fresnel_NM. a multilayer diffuse, with fresnel lighting and a normal map. specular contained within alphas of all texture. the reason for this shader is as the view (camera) gets closer to the object more detail appears. so it blends between the information on the diffuse and the detail. the downside of using this is zero reflection property. so it is mainly used for non reflective objects.
mask system. mask system places a new texture as camera gets closer. nice blend into diffuse etc. each channel RGB or A is painted independatly and each channels pixels place these close textures. in the above image the road only uses 1 detail texture. but there can be 4. in the editor sdk you select all these textures and any other detail textures etc etc.
normal map is traditional normal map that traditionally follows the same size and automatic (LINEAR) UV arrangement the mask places them with. all scaling configurable, in this example normal map is for DETAIL not diffuse etc. but it can also be configured or scaled. all linear UV things work within the UV that the diffuse is using. so on a uv mapped road it will flow. on a massive tile of scenery it need not fit the detail UV system. very configurable depending on the modelling layout chosen. so detail textures are tillable within the uv map of the diffuse. so a detail texture may span 1m square or whatever you want but within the uv mapped model. as we get closer the tarmac grain and detail appears as we get away from it in game it blends to the main diffuse.
there are variants of this typical road shader. and many shaders are used similarly for scenery now too.
there is another shader called PerPixelMultiMap shader which you will be interested. it has standard diffuse, gloss, relfection, specular. (specular always black and white, no colour ever in AC). ill detail this shader next time I get a chance.