performance wise it's not really more expensive than what we've been used to. It's just a different approach to how materials are set up. You would be surprised how expensive some non-PBR materials can get in current gen games compared to a simple all-in-one PBR setup which actually looks better. I really like it, instead of every artist doing their own hacky way to create a metal, there's only one right way to do it, and will have consistent results. I'm currently working on a PBR unity shader package that will allow for a whole bunch of material properties you can control per pixel with different maps. Other than reflectance and roughness, I also have dual-layer material properties like "fuzzyness" (to create cloth or dusty objects), "gloss coating" (for stuff like metallic car paint, carbon fiber, etc) and sub surface scattering. I'll start a thread about it when I get some showcase examples up and running .