The typical shader (latex or otherwise) is only going to define parameters like color, translucency, specularity, and SSS. The rest you see are other channels like bump and normal, and I see some dirt/scratches which is likely an overlay or a reflectance map.
Those additional channels are typically not defined in a given shader, as they are variables that could apply to any substance, they aren't intrinsic qualities of the substance itself. You might find collections of ready-made material shaders set up like this (like a shader pack of black rubber tires, with a few dozen pattern/wear presets) but the general rule is you modify a base material to suit your need.