If your content needs to be compatible with glTF 2.0 standard for some reason (such as for posting your model on Facebook), you can use physical materials for this purpose as described below.
Physical materials are provided in Blender by the Cycles-based node group called Verge3D PBR.
You can add either the complete PBR material or just the Verge3D PBR node group to your project as follows: select File > Append then go to /applications/materials/pbr_material.blend file.
Then either from the Material category select Verge3D PBR material, or from the NodeTree category select Verge3D PBR node group.
You can connect texture nodes to the Verge3D PBR node as described below. Note that all textures are optional and any of them can be safely omitted.
To see the preview of the Verge3D PBR shader in the Blender viewport, you can set the display method of the 3D View to Rendering or just preview your scene in Verge3D with the Sneak Peak button on the same panel.
If you'd like to use solid colors instead of textures, you can use the BaseColorFactor input instead of BaseColor. Сorrespondingly, in order to set Roughness, Metallic and Emissive, use the value inputs of the Verge3d PBR node with the same names instead of color inputs. Occlusion and Transparency, however, cannot be set without a texture.
To facilitate exporting textures from Substance Painter and to ensure maximum capabilities within the Verge3D engine we recommend using Verge3D export preset.
Place this preset file to the export-presets folder usually located in the My Documents\Allegorithmic\Substance Painter\shelf\ folder (create if not).
When exporting textures from Substance Painter, choose Verge3d for Blender in the export dialog window so that all generated textures are compatible with the glTF 2.0 standard Verge3D is based on.