Visualizing exportable channels from 3D modeler could be (in theory) seen on the exporter doc’ (example with Maya), but it’s possible some informations are still lacking (for Blender exporter doc’ it’s the case - for Blender 2.8 it’s normal as it’s still in beta).
I would remove the refraction from the top and probably only keep it as part of the subsurface. Also envTexture and reflectionTexture are the same, basically by default the pbr material uses the scene environmentTexture and it could be overriden on a per material basis by the reflectionTexture if necessary.
As you have baseTexture and baseColor, I would add the metallicRoughnessTexture as well as the emissiveTexture.
About the channel you can not easily map, I will let our artist @PatrickRyan answer this point as I am so bad with authoring tools.
Hi!
I find it an excellent thing, maybe I would divide it in a different order. Can I intrude?
At first thought…
Metalness
BaseColor
SpecularColor
SpecularRoughness
RefractionColor
CoatColor
CoatRoughness
Anisotropic
Sheen
SheenRoughness
Emissive
SubSurface
Refraction
Translucency
Mask
Normal
Opacity
ReflectionMap
Occlusion
Lightmap
To have in the first block, the difference between metallic and dielectric.
In the second block the basic properties of the material
In the third block, the influence on the shape (even if it’s not really so)
In the last, bake and override