Using Optimum Realism with Stained Glass, Wool, and Glazed Terracotta
What these blocks do under PBR
Black Stained Glass, Blue Stained Glass, Black Wool, Blue Wool, and Blue Glazed Terracotta use PBR maps for subtle surface variation. Glass gains a faint reflective sheen and slight thickness; wool gets a soft fabric roughness; glazed terracotta picks up a semi-glossy ceramic finish. None of this appears without a PBR-capable shader.
Set up transparency and reflections for glass
Stained glass is the trickiest. In shader options, enable 'Reflections on Transparent' or 'Glass Reflections' if present, and make sure 'Specular Map' is on for translucent blocks. If glass turns fully opaque or fully invisible, your shader is mishandling the alpha channel — try toggling 'Translucent' or 'Refraction' off and on. Keep Parallax Depth low on glass; high values cause visible seams at pane edges.
Verify wool and terracotta
Build a wall alternating Black Wool and Blue Wool, then place Blue Glazed Terracotta beside it. Wool should look matte with fine fiber shading; terracotta should have a soft ceramic sheen. If wool looks shiny, roughness is being ignored — re-enable Roughness Map. If terracotta looks flat, your shader lacks PBR for that block type and you should test with a different shader before assuming the pack is broken.