@gnoop I think people can take the term PBR too literally. They stop reading after "physically" and ignore the word "based". At the end of the day its just an approximation. Although the approximations are built to be as accurate as possible, they still have to fit within performance limitations, and so, depending on…
Anyone being dogmatic about surfaces that cannot be represented by the shader you're using is very silly and doesn't know what they're talking about. However, there are some hard(ish) rules metallic specular/basecolor values should never be fully saturated (eg. 255,0,0) minimum valid value for metallic specular/basecolor…