Important to note that your albedo stores both your diffuse and specular color/intesnity values. For non metals, the diffuse is used while a fixed reflectivity value is applied in the shader (4% linear). For metals, the diffuse is turned black in the shader while the reflectivity is set by the albedo map. The metalness map…
If you want a quick and easy, PBR essentially gives you two new things to worry about- Metalness and Roughness. Metalness changes the way the specular and diffuse works. Any metallic material you feed in a "1" any nonmetallic you feed in a "0". Roughness is sort of like gloss in that it effects the tightness of the…