Hi! I've been lurking for like a decade but this is my first work question. I've been using the new-ish Lit Layered Tessellated shader in Unity to some decent success. I like the basic control over height-based blending and tessellation for terrain work. For the most part I am using Quixel textures.
However, I am looking into using the detail texture feature and two things are kinda new to me. One, the detail map is set to modulate albedo up and down instead of imposing its own albedo. Two, I've actually never made a detail texture to go on top of Quixel assets before. Everything in Quixel is so well-balanced I am sort of on edge about screwing up the look.
So, is there any artistic guidance for setting up detail textures on photoscanned assets? Should I try to use more finely tiled versions of the current albedo normal and roughness? Or is there a more correct way to do this nowadays? Or do people just use this to throw in grunge and wear?
The look I am going for is the look of 2019... aka Iceland volcanic rocks and moss.