Primary Inputs:
- Albedo(Diffuse) : Should not have lighting; Metal have no diffuse(black);
- Specular: Only metals have colored specular; Non-metals: gray and quite dark; Very few details in a single material;
- Roughness(Surface smoothness, glossiness): 0=rough, 1=smooth;
- Normal map: tangent space normal map;
Optional Inputs:
- Emission
- Ambient Occlusion
- Heightmap(for parallax)
- Detail albedo/normal maps
Automatic Inputs:
- Shadowmaps
- Lightmaps
Reference:
1. Game environments-Part A: rendering Remember Me: http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
2. Practical Physically Based Shading in Film and Game Producetion: http://blog.selfshadow.com/publications/s2012-shading-course/
3. Physically Based Shading in Theory and Practice: http://blog.selfshadow.com/publications/s2013-shading-course/
4. Physically Based Shading in Theory and Practice: http://blog.selfshadow.com/publications/s2014-shading-course/
5. Basic Theory of Physically-Based Rendering: http://www.marmoset.co/toolbag/learn/pbr-theory
6. PBR In Practice: http://www.marmoset.co/toolbag/learn/pbr-practice
7. http://www.pbrt.org/
8. Physically Based Shading in UE4: https://www.unrealengine.com/blog/physically-based-shading-in-ue4
9. Unity Physically Based Shading: http://aras-p.info/texts/files/201403-GDC_UnityPhysicallyBasedShading_notes.pdf
10: static sky unite: http://framebunker.com/blog/static-sky-unite-presentation/
11: Physically-Based Shading Models in Film and Game Production: http://renderwonk.com/publications/s2010-shading-course/