I have been continuing my work with materials over the past few weeks and have improved upon my initial release of the PBR pack. In terms of usage it is identical aside from the main (standard) shader being altered slightly. It now includes a slider to adjust between true fresnel and zero 0deg fresnel. The latter while technically being physically incorrect allows you to create a fresnel based material that has no reflection at all on the facing angles, this is a useful option to have if you want to focus on a reflection map rather than the typical PBR roughness approach.
All of the other changes are internal ones that don’t alter the usage but do offer a much more realistic result, the changes were largely prompted by BlenderGuru’s update to his PBR approach. Namely a power is applied to the roughness map to relate more closely to other rendering engines, the fresnel has been adjusted to by default, use blenders typical fresnel and a few other minor improvements to the background math.
As always I would love to hear any feedback relating to this.