Is it possible to achieve this with a shader

Well first take a look at the picture below …

77037-untitled.png

Now suppose this is a single object (i mean no faces extracted from it) but has multiple UV sets (one for blue part and one for that orange) … now let me know if it is possible to achive this with single shader and single material … i mean if that shader could render orange texture in UV2 and blue in UV1

It’s definitely possible, and although I’ve never tried I’m fairly certain this will work.

Shader "Custom/2 UV Shader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGBA)", 2D) = "white" {}
		_MainTex2 ("Albedo 2 (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		sampler2D _MainTex2;

		struct Input {
			float2 uv_MainTex;
			float2 uv2_MainTex2;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = lerp (tex2D (_MainTex, IN.uv_MainTex), tex2D (_MainTex2, IN.uv2_MainTex2), 1-tex2D (_MainTex, IN.uv_MainTex).a) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

This is the normal standard shader, with the alpha value of the first texture blending between the 2 textures.