>>537838006
It's not a pbr shader but the PBR properties are based on google filament project and the unity standard shader..
The PBR properties are there to enhance/blend with a stylized toon/illustration setup, they just happen to be really good

The shading preserves/prioritises your material colours over environment
Good for toon/illustration bad for accurate PBR

Shadow setup is very versatile, it has fast subsurface scattering built in for example
Masks in the shader are RGBA and not just single channel masks.
Details are MainCol2nd and MainCol3rd
Pre-Shadow Matcaps are in MainCol2nd/3rd (the matcap slots under reflection are blended after)
Decals are also in MainCol2nd/3rd
Flipbooks are also in MainCol2nd/3rd
MainCol2nd/3rd can also add/subtract/replace/multiplay transparency
Fresnel transparency is Maincol2nd/3rd matcap + transparency
Normal2nd are the detail normals.
Control over the reflection specular 1 and 2 is under Anisotropy.
Main texture UV settings are under the tab UV settings.
UV setting affects Main UV's of other features
Most features can be made emissive
Most features have their own normal strength slider
Top Coat = Parallax + environment reflection normals set to 0
Parallax for height/POM
FX/Optimisation variants under _lil in shader dropdown

it's a shader for unity game dev in general, not just vrchat
supports Built-in,URP & HDRP
things usually done outside of shaders are kept outside
the majority of it's masks and maps are not meant to be / can't be used by packed maps
because the majority of them use multiple channels for features to make those features more powerful & so they can be used as illustration detail layers by putting full colour textures in
>tldr
it wont bend over backwards to accommodate you
you have to bend over backwards to accommodate it
you can get more out of it and a high quality out of it because of this