In many real life situations - like skin or metals - the color of diffuse and specular reflections can differ slightly, based on the amount of energy a surface receives or on the light angle of incidence.
Since such calculations are in the core of the shading algorithms, it is not well possible to do with the current Blender texture system.
The new "Ramp" options in Blender now allow to set a range of colors for a Material, and define how the range will vary over a surface, and how it blends with the 'actual color' (typically from material or as output of texture).
Since texture calculations in Blender happen before shading, the Ramp shade can completely replace texture or material color. But by use of the mixing options and Alpha values it is well possible to create an additional layer of shading in Blender materials.

The Ramps Panel is by default tabbed in the Material Panel. Here you can use the top two buttons to show either settings for "Col" (diffuse) or "Spec" (specular).
The two pop-up buttons in the bottom define how the Ramps work:
Input:
The "Method" menu has four options to denote blending type; "Mix", "Add". "Mult" and "Sub".
The last button, "Factor", denotes the overall factor the Ramp works.





Buttons and options for Specular Ramps work like for "Color" Ramps above.




