I helped build a system for color management in Borderlands 4, which consisted of several pieces all set using Unreal Engine's Custom Primitive Data. This allowed for an almost endless amount of surface variation without managing large material variety libraries, while also allowing meshes to instance properly. Our world builders could choose from 5 different types of grime that would auto index their color based on what biome they were in, from about dozen different types of surface wear, and from a set of 10 color swatches that were curated by our Art Directors for different areas of the game. Almost all of the foliage color was also achieved with color palettes that could be painted spatially throughout the world, which is where all of the variety in the grass colors comes from.