Conclusion
This chapter has covered a number of techniques used to create, often manually and sometimes automatically, texture maps that are capable of giving distinctive features to materials. Hopefully, you are now more confident about working with Unity's new Physically-Based Shading, which is capable of understanding differences between available workflows, is aware of the role of each material property, and is ready to make better-looking materials for your games. We have also explored ways of changing the properties of materials during runtime by accessing an object's material via script.
Resources
Physically-Based Rendering is a complex (and current) topic, so it's a good idea to study it a bit by familiarizing yourself with the tools and concepts behind it. To help you with this task, we have included a non-exhaustive list of resources below that you should take a look at.
References
Here's a list of interesting, detailed material on Physically-Based Rendering (within and outside Unity...