How to get albedo map in gbuffer?

in enableGeometryBufferRenderer(),we have depthmap normalmap:

but how can I get the albedo map?

You can’t, the geometry buffer renderer can only generate depth, position, normal, velocity and reflectivity. With the prepass renderer, you can enable the ALBEDO_SQRT target, but you will get sqrt(albedo), not albedo directly. Also, it only works with PBR materials:

If you want to make it work for standard materials, you will have to write a material plugin to write to gl_FragData[PREPASS_ALBEDO_SQRT_INDEX] (in which case you can also use the plugin to modify the PBR material to write albedo and not sqrt(albedo), to avoid the multiplication when using the sampler).