I want to know that, because I am searching multiple sites and basically 0. So I bother to do them from photos and them seamless tile them, but still,... I don't want to do them in 1 software with tons of procedurals. I want it to be portable textures.
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In short, it’s too complex to be easily portable between renderers.
If your talking about game art, I would probably start by looking for sample/existing content for which ever engine you want to use, as linked by Neox, and then work with that or take a look how it's build.
I feel with such things, it often comes down to the question how far you want to go down a rabbit-hole creating things yourself, at the danger of losing focus or things looking less good, opposed to creating content/environments using existing building blocks. Not everyone has to be / can be a tech-artist.
as mentioned, of course you can transport the textures anywhere you want but the shader itself is always dependent on the language / engine.
I was looking at textures.com, Megascans,...
Now I see that Unreal store has a lot and I get more results if I search "water shader" and not Water PBR. I am mostly looking for what looks nice for terrains such as large scale mountain range, flowing rivers, emerald lakes, no animation needed for what I need.