useAmbientInGrayScale: the ambient occlusion is forced to read only from the red channel of the ambient texture or from the red channel of the metallic texture.
useAmbientOcclusionFromMetallicTextureRed: the metallic texture contains the ambient occlusion information in its red channel.
useMetallnessFromMetallicTextureBlue: the metallic texture contains the metallic information in its blue channel (it is considered in the red channel by default).
useRoughnessFromMetallicTextureGreen: the metallic texture contains the roughness information in its green channel (useRoughnessFromMetallicTextureAlpha needs to be false).
useRoughnessFromMetallicTextureAlpha: the metallic texture contains the roughness information in its alpha channel.
Once the conversion done, let's see the custom options available on this version: useMetallnessFromMetallicTextureBlue = true Customizing Metallic Surfaces In PBR To switch from the PBRMetallicRoughnessMaterial to the bigger PBRMaterial, a few of the properties need to be renamed (rename has not been done in the richer material in order to keep backward compatibility with prior versions): PBRMetallicRoughnessMaterial In order to setup the PBRMaterial in Metallic/Roughness mode, at least one of the following properties has to be set (else it by default works in Specular/Glossiness): This page addresses the differences between the PBRMaterial and its the simpler versions. PBRSpecularGlossinessMaterial and PBRMetallicRoughnessMaterial, are a good introduction to PBR, however using PBRMaterial itself will allow you to have more control over the material using features such as The two simplified versions of PBR Materials e.g.