Running Track, painted material, right way to do it? I'm doing a running track with painted lanes and numbers. It it easy to do base material itself (eg. sand or black rubber) using the principled shader and correct material setup and I have also png-texture with orange lanes with white stripes and numbers + alpha channel to broke uniform color. 
The problem is how to mix them together to make a realistic outcome?

I try to add the lane texture to "Subsurface Color" input but I'm not sure if this is the right way. 

I would like to get something like this:
Final:

You can make this with procedural texture mixed by alpha image (lines/numbers).



Node overview:


Base procedural textures. Voronoi for main bumps and Noise to make it less uniform.
Color Ramps for fine control over textures intensity.
Mixed base textures and Color Ramp for Base Color input.
Brightness/Contrast to tweak Roughness.
Bump node to feed Normal inputs.
Image Texture with only white shapes and transparent background mixed with base textures. Color Ramp controls how much wear there is on shapes (how much orange color is visible trough them, based on Voronoi texture).