im not sure about one thing: In my engine i have a shader wich takes: Diffuse, Specular, Normal, Metallic, Roughtness, Refraction,Height, Detail and Emission maps. The lighting is calculated using Lampert and Phong Reflection if its not readed from the maps. It also supports realtime cubemap reflection mixed with static ones. Can i call that a pbr shader?!
Beste Regards & Thanks in advance!