Here are some samples of shader and material work I've done over the past 2 years for 3D Aim Trainer (Steam page: https://store.steampowered.com/app/1600530/3D_Aim_Trainer/ )
I've used almost exclusively procedural workflows to create materials, generating various masks and packed textures in Substance Designer and generating most of the actual PBR tile/trimsheets in Substance Painter baking from a base highpoly. I'm a big fan of this workflow because it allows me to revisit and update all of my materials with ease at almost any point, and to see my changes propagate all over the project instantly.
Blend shader using a heightmap to blend between 2 PBR materials without needing much source geometry
Cheap liquid shader with soft depth blending
Refracted glass shader with grime overlay layer