This is a simple material setup for using CC0 Textures in Blender. It works for materials that do not have a metalness (met) or mask map.
Please remember the difference between DirectX- vs. OpenGL-Style normal maps. Because Blender uses OpenGL-style normal maps you need to invert the green color channel before feeding it into the normal map.
If you want to use microdisplacement you need to set it up like this:
Make sure to enable the following settings to actually see an effect: