PHYSICAL BASED RENDERING TEXTURES
PBR Texture or physical-based rendering Textures used life-like lighting or shading models along with computed surface values to precisely depict the real-world materials. Or it can also define as the combination of physically accurate shading, lighting, and properly measured art content.
Diffuse and reflected
Diffused color is also known as Albedo or base color.
The total light hitting the material is equal to the sum of the reflected light and diffusive light.
If the material is highly reflective then it will show a less diffusive color. In contrast, If the material has a rich diffusive color, it can not reflect enough.
Metals & Non-metals
Due to these differences, a PBR workflow has the property of metalness, making things easier by defining either the material is metal or non-metal.
Fresnel is a term defined as the different angles that show the different extent of reflectivity. The light that hits near the edges shows more reflection than the light that falls at 0 angles.
The detail of the microsurface is a very significant characteristic of any material. Because it explains how smooth or rough a surface is. Some PBR systems use Glossiness and some use roughness, They both are the same thing. Glossiness is the inverse of roughness and vise versa.