Since PBR came out, I've essentially been almost PBR-exclusive with my store creations, mainly because PBR is just so much easier to work with for texture HUDs than Blinn-Phong (aka non-PBR textures, classic textures, legacy textures, traditional textures, etc). Part of this is because all of the textures involved are bundled into materials that are a single object with all of the settings saved rather than having to put everything in manually like non-PBR. It would really help creators offer both options and cut down workload by a TON if we could also bundle blinn-phong textures as materials. I don't know about other stores but I like to really tweak the specular settings and often the specular colors as well for metallic and generally more realistic effects rather than leaving everything white for all colors, and coding that into the HUD is fankly, a gigantic pain in the ass. Even if they were called something different like texture bundle or something to avoid confusion for people who sell them and to differentiate in our inventories that would be fine. I know we would not be able to upload them together the same way as PBR because it involves separate files, but there's no reason we shouldn't be able to create the material in-world manually on a cube or something and save it the same way. Bonus if double-sided can be an option for blinn-phong too! It would cut down on geometry needed on a mesh if we don't want it to be one-sided since we could simply check that on like on PBR materials, rather than needing to solidify a mesh (and essentially double its geometry) in order to get the same look. PLEASE let us manually create blinn-phong material bundles that include diffuse, normal, specular, alpha, glow, shininess, environment, shine color, full bright, and blending mode settings. It would make the jobs of creators working with blinn-phong in any capacity much easier, coding HUDs would be easier, and if double-sided can be an option it would also cut down on mesh complexity since people wouldn't need to solidify or fake edges on their meshes to hide that it's just a plane.