More details...
Using ShaderTexture to create a diffuse texture (using TruchetFlip's implementation of Wang Tiles) and a roughness texture (using the diffuse texture to modulate some noise), then again using the diffuse texture as a height map to turn it into a normal map (using a shader based on NormalMap Online).
The maps are then used as diffuse, roughness, metalness, bump and normal maps of a THREE.MeshStandardMaterial.
Credits
Tiles shader from TruchetFlip by jt from ShaderToy.
Heightmap to normal shader adapted from NormalMap Online