Hey monsieur Mouillet, guess who I am ?
If you want to isolate the different shading components from a bsdf input, you can also use a "direct lighting" node. It will separate your bsdf input into different vectors for diffuse, reflect, refract, etc, then you will be able to plug each of them in a parameter node.
But if you're using a mantra surface shader, you can also get the separate shading components using the Images planes presets, "direct_reflect", "indirect_reflect", etc will work in PBR as well.
test.hip