I am using cycles render in Blender for my scene and would like to decompose it into albedo and shading components. The concepts could be referred from these sites:
I have check around Google and most of the forums suggest that the color pass of Diffuse BSDF could be used as albedo. However, it is not really sufficient because (1) cycles has more than 3 component (diffuse + glossy + transmission + more) while the original idea of albedo and shading contains only 3 (albedo * shading + specularity) and (2) the shading concept is usually referred to as a 1-channel grayscale image, while the difuse lighting image (direct + indirect) is shown as 3-channel color image.
I am arguing that the original concept could be too simple to describe a complex scene (as they consider only Lambertian component) however, I couldn't find any support for that (i.e. a scene could be decomposed into more than just Lambertian).