My second version of PBR node implementation. It includes fully working almost physically accurate fresnel including fresnel reduction basing on roughness. It also uses F-metallness value for setting reflectivity aswell as roughness for mixing to specular material colors from which one uses blurred reflection, while other one uses sharp. For normalmap I use another material with one normalmap texture on it.
Things left to do:
*Correct reflection mapped independent from view.