I can't speak on behalf of the larger industry, but as a two man indie company having the knowledge on at least what shaders can do and how they can affect your models and performance saves a lot of "I'm not sure if this is the best way to do it" questions. Some personal recommendations: Sjoerd De Jong's tutorial or Tor…
I don't know man, i think people overcomplicate PBR for no reason. in the simplest possible terms, making something "physically accurate" just means making the shader energy conserving, right? So really, you could do that by just doing "diffuse * (1 - specular) = finaldiffuse". the bdrf just defines the shape of the…