Okay, so I thought about this some more, and I tested the concept of isolation specific portions of the 0-1 scale of a given vertex color and using it to mask textures. So instead of using just 0 and 1 to decide between Texture 1 and Texture 2, you can 0.1 for Texture 1, 0.2 for Texture 2, etc. Actually, it'd be more like…