Weird to see they are not using a separate texture for AO. The post-process AO works well but most of the times you need a texture for micro-occlusion for small cracks. Some games combines the ao mask with the diffuse map but I really don't like this method (you save memory space but it's not good for PBR workflow).
Apparently they're using this algorithm for AO:
http://research.nvidia.com/sites/de...able-Ambient-Obscurance/McGuire12SAO.pdfIt doesn't use any additional texture inputs, so that's probably why there is no AO texture.
@Norbyte if you want update the thread for DOS2 standards I'm willing to help if needed.
It should probably go in a new thread (or the wiki), as the old one is for D:OS which uses a different rendering pipeline. Not sure when I'll have time to set it up though.
I'd say that the UE4 reference could be a good starting point:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/Their material editor is similar to the D:OS 2 one, and the docs explain the concepts quite well.