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PBR shader in Substance Designer

This is the implementation of a simple PBR shader in Substance Designer. All inside the Pixel Processor node.
The entire 3D scene, equirectangular map projections, camera movement, star field, render and compositing has been done in the Pixel Processor node. The animation was sent to Substance Player for frame export.
Cook–Torrance BRDF - for specular reflection (GGX + Smith + Schlick)
Lambertian Diffuse - for base color scattering
Normal + Roughness + Metallic