<commit_before>PhysicalMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );<commit_msg>Implemented @bhouston's #7420.<commit_after>PhysicalMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); // disney's remapping of [ 0, 1 ] roughness to [ 0.04, 1 ]
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
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