Glossy BSDF: The shader you will want to use for surfaces that

have any reflection level like mirrors and some types of metals.

Glass BSDF: If you need realistic transparency, you will use the

Glass BSDF for advanced reflections and light distortion.

Emission: A material that will behave like a light source and

contribute to a scene's lighting.

Mix Shader: With this option, you can blend multiple shaders to

create unique effects.

Transparent BSDF: If you need simple transparency in materials,

you will use the Transparent BSDF.

Principled BSDF: A powerful shader that can create most of the

effects alone and be the base for all surfaces using physically-

based materials.

On the top right, you have the Remove and Disconnect. The first option

excludes information from the current shader and places an empty

"none" as the selection. With the Disconnect, you keep most of the

settings but lose the shader's connection with the material. It will still be

available from your Shader Editor.

Info: The disconnect keeps the existing shader as a Node, which you

can use from the Shader Editor.

To use any of the shaders, you will have to select them from the list

shown in Figure 5.3. Once you pick a shader, it will be time to set up all

details about the surface. Some shaders offer simple controls like the

Diffuse BSDF that lets you set a color for the material.

Others like the Principled BSDF feature a full list of settings that we will

discuss in more detail at section 5.4 PBR texture in Blender.