PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); #ifdef STANDARD material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor ); #else material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor ); material.clearCoat = saturate( clearCoat ); // Burley clearcoat model material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 ); #endif