Hi, I'm currently studying physically based shading in UE4 described in Real Shading in Unreal Engine 4.
In the notes, the Material has 4 basic properties: BaseColor, Metallic, Roughness and Cavity.
Here is their BRDF model in use:
The use of roughness is clearly clarified, and I guess BaseColor is referred as \(c_{diff}\)c_diff in the diffuse component. Then anyone knows how Metallic and Cavity is implemented in UE4? Exact fragments in the source code of the engine would be the best. Thanks a lot!!