We took a similar approach when building de Blob 2 for Wii, X360, and PS3. We defined all our materials in terms of TEV stages. On the Wii that was used to set up the TEV when rendering. For X360 and PS3 we had an ubershader that emulated the TEV stages. This made it much easier for the artists; they built all materials in one tool in terms of what are essentially register combiners. We also allowed them to create more complex materials for X360/PS3 that would override the base material and do things that the Wii didn't actually support.
We took a similar approach when building de Blob 2 for Wii, X360, and PS3. We defined all our materials in terms of TEV stages. On the Wii that was used to set up the TEV when rendering. For X360 and PS3 we had an ubershader that emulated the TEV stages. This made it much easier for the artists; they built all materials in one tool in terms of what are essentially register combiners. We also allowed them to create more complex materials for X360/PS3 that would override the base material and do things that the Wii didn't actually support.