Physically-Based Shading at Disney (2012) [pdf]
static1.squarespace.com
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Still unsure of the technical details in the paper, but the results look great. Of all the parameters it offers, base color, metallic and roughness are suitable for 95% of cases. Also, metallic is almost always binary… zero or 1.
My own teaching is a bit more application specific. Here is the material I wrote for Blenders BSDF shader…
https://rmit.instructure.com/courses/87565/pages/blender-the...
Also, I don’t Normally recommend YouTube vids, but this one gives a really good lowdown on the subject…
I also learned a lot from looking at photo scanned texture maps. You get a good feel for the channels that way. Here is a list of relevant recourses.
https://rmit.instructure.com/courses/87565/pages/where-to-fi...
EDIT: Daub posted the one I was thinking of.
Certainly when I first started teaching 3D, we had to choose between Blinn, Phuongs, Lamberts and suchlike. Different objects would be assigned different shaders. That alone made workflows tricky. This was around ten years ago.
Getting apps to talk to each other was hit and miss. In VFX, two shader results in two different apps that are slightly different in impact may as well be very different.
Though Blender has lots of legacy shaders, I forbid students from using anything but the principled BSDF. This lock-in to one shader makes life a lot easier. Also, the Substance painter to blender to unity consistency is now pretty slick.