Metallic (Metallicity / Metallic / conductor/insulator) is a technical term that is extremely important in the rendering and optimization of game graphics (technical art). In Physically Based Rendering (PBR), this is a parameter that classifies whether a material is a "metal (conductor)" or "nonmetal (insulator)", and is an explanation of the factors that determine the physical behavior of the color of light reflection and reflectance.
Real world analogy: "King (Metallic: Metallic 1.0)" that completely dyes and reflects the light in its own color, and "Commoner (Non-metal: Metallic) that accepts the light as it is and returns a white highlight. 0.0)' physical role division
Metallic is ``a physical switch that scientifically determines whether a substance is 'metal (conductor)' or 'other (insulator: plastic, wood, leather, etc.)''. According to the laws of physics in the real world, there is a rule that non-metals "never have their own color reflected in the reflected light (when the sun shines on them, there is always a white highlight)". However, metals have a special physical property that allows them to reflect back the reflected light by dyeing it in the color of the metal itself (reflection of gold is gold, reflection of copper is reddish copper). By setting this switch to ``1.0 (real metal)'', the falseness of the CG disappears and real iron plates and gold nuggets with an amazing sense of weight appear on the screen.

Illustration: Metallic (Metallicity / Metallic / Infographic that clearly illustrates the basic processing flow and mechanism of conductors/insulators) in Japanese.
Detailed mechanism and operating principle
Set the material's "Metallic" slider to the extreme value of "1.0". As a result, the material's own color (Albedo) is automatically physically synthesized with the reflected light from the material's surface (Specular), creating a beautiful golden reflected light.