Do you think your scheme can be produced on an open source tool like https://www.draw.io/ for example? This could help later to update the doc’ or simply to teamwork on it when you’ll finish the first shot (just a suggestion).
Metallic
https://doc.babylonjs.com/how_to/physically_based_rendering#pbrmetallicroughnessmaterial
BaseColor
BaseTexture
Emissive
ClearCoat
https://doc.babylonjs.com/how_to/physically_based_rendering_master#clear-coat
Anisotropy
https://doc.babylonjs.com/how_to/physically_based_rendering_master#anisotropy
Sheen
https://doc.babylonjs.com/how_to/physically_based_rendering_master#sheen
Subsurface
https://doc.babylonjs.com/how_to/physically_based_rendering_master#sub-surface
NormalTexture
https://doc.babylonjs.com/how_to/more_materials
Opacity
https://doc.babylonjs.com/how_to/physically_based_rendering_master#opacity
OcclusionTexture
https://doc.babylonjs.com/resources/maya_to_gltf#get-a-merged-occlusionroughnessmetallic-texture
Lightmap
EnvTexture
https://doc.babylonjs.com/how_to/use_hdr_environment
There are some infos missing. Maybe they are there but i cant find it.
BaseColor
BaseTexture
Emissive
And the documentation for OcclusionTexture and Lightmaps arnt that transparent.
@Vinc3r
For now i could share the Photohsop file if needed.
Lol, why my tutorial is in the middle of this list?
Keep the hand on the psd file for now
Cause there is no real info how to deal with lightmaps. Its the best source.
PSD inside.
PBR_Shader_PSD_v04.zip (80.7 KB)
This deserves a place in our documentation page about PBR