Files
UnrealEngine/Engine/Shaders/Private/PathTracing/Material/PathTracingSubstrate.ush
2025-05-18 13:04:45 +08:00

526 lines
18 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#ifndef SUBSTRATE_ENABLED
#error "This header should only be included when Substrate is enabled."
#endif
#include "PathTracingSubstrateCommon.ush"
#include "PathTracingMaterialCommon.ush"
#include "PathTracingGlossy.ush"
#include "PathTracingFresnel.ush"
#include "../../BRDF.ush"
struct FSubstrateSingleSlabData
{
float3x3 Basis;
float3 V;
float DiffuseWeight;
float3 F0;
float3 F90;
float2 Alpha0;
float2 Alpha1;
float3 Spec0W;
float3 Spec1W;
FSubstrateSheenData Fuzz;
float3 LobeCdf;
float4 LobePdf;
void PrepareBSDF(float3 V_World, FPathTracingPayload Payload, bool bUseSSSColor = false)
{
Basis = GetGGXBasis(Payload.RoughnessData.x, Payload.Anisotropy, Payload.WorldNormal, Payload.WorldTangent, Alpha0);
Alpha1 = GetGGXAlpha(Payload.RoughnessData.y, Payload.Anisotropy);
V = mul(Basis, V_World);
// make sure F0=0.0 fades off the specular lobe completely
F0 = Payload.SpecularColor;
F90 = Payload.SpecularEdgeColor * F0RGBToMicroOcclusion(F0);
const float NoV = saturate(V.z);
// SUBSTRATE_TODO: Add support for F82 model?
FBxDFEnergyTermsRGB Spec0 = ComputeGGXSpecEnergyTermsRGB(Payload.RoughnessData.x, NoV, F0, F90);
FBxDFEnergyTermsRGB Spec1 = ComputeGGXSpecEnergyTermsRGB(Payload.RoughnessData.y, NoV, F0, F90);
Fuzz.Prepare(V, Payload.FuzzRoughness, Payload.FuzzAmount);
// save the parts needed during eval/sampling
Spec0W = Spec0.W;
Spec1W = Spec1.W;
const float3 SpecE = lerp(Spec0.E, Spec1.E, Payload.RoughnessData.z);
DiffuseWeight = Fuzz.Attenuation * (1.0 - Luminance(SpecE));
const float3 Spec0Albedo = Fuzz.Attenuation * (1.0 - Payload.RoughnessData.z) * Spec0.E;
const float3 Spec1Albedo = Fuzz.Attenuation * ( Payload.RoughnessData.z) * Spec1.E;
const float3 FuzzAlbedo = Fuzz.Scale * Payload.FuzzColor;
// Now prepare a cdf/pdf for lobe selection
float3 MaxLobeWeight = Payload.GetMaxLobeWeight();
LobeCdf = LobeSelectionCdf(
MaxLobeWeight * DiffuseWeight * (bUseSSSColor ? Payload.SubsurfaceColor : Payload.DiffuseColor),
MaxLobeWeight * Spec0Albedo,
MaxLobeWeight * Spec1Albedo,
MaxLobeWeight * FuzzAlbedo);
LobePdf = LobeSelectionPdf(LobeCdf);
}
};
FMaterialSample Substrate_SampleMaterial(
float3 V_World,
FPathTracingPayload Payload,
float3 RandSample
)
{
FSubstrateSingleSlabData Data = (FSubstrateSingleSlabData)0;
Data.PrepareBSDF(V_World, Payload);
float3 L = 0, H = 0, V = Data.V;
float OutRoughness = 1;
const bool bSampledDiffuse = RandSample.x < Data.LobeCdf.x;
const bool bSampledSpecular = RandSample.x < Data.LobeCdf.z;
if (bSampledDiffuse)
{
RandSample.x = RescaleRandomNumber(RandSample.x, 0.0, Data.LobeCdf.x);
// diffuse lobe
L = CosineSampleHemisphere(RandSample.xy).xyz;
H = normalize(L + V);
}
else if (bSampledSpecular)
{
// specular lobes
const bool bUseSpec0 = RandSample.x < Data.LobeCdf.y;
if (bUseSpec0)
{
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.x, Data.LobeCdf.y);
OutRoughness = Payload.RoughnessData.x;
}
else
{
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.y, Data.LobeCdf.z);
OutRoughness = Payload.RoughnessData.y;
}
H = ImportanceSampleVisibleGGX(RandSample.xy, bUseSpec0 ? Data.Alpha0 : Data.Alpha1, V).xyz;
L = reflect(-V, H);
if (L.z <= 0)
{
// invalid output direction, exit early
return NullMaterialSample();
}
}
else
{
// cloth lobe
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.z, 1.0);
L = Data.Fuzz.Sample(RandSample.xy);
H = normalize(L + V);
}
// transform to world space
const float3 L_World = normalize(mul(L, Data.Basis));
const float3 N_World = Payload.WorldNormal;
const float NoV = saturate(V.z);
const float NoL = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, 1.0, OutRoughness, PATHTRACER_SCATTER_DIFFUSE);
const float DiffPdf = NoL / PI;
float2 GGXResult0 = GGXEvalReflection(L, V, H, Data.Alpha0);
const float2 GGXResult1 = GGXEvalReflection(L, V, H, Data.Alpha1);
const float Spec0Pdf = GGXResult0.y;
const float Spec1Pdf = GGXResult1.y;
const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
if (bSampledDiffuse)
{
const float3 Diffuse = Data.DiffuseWeight * GetPathTracingDiffuseModel(Payload.DiffuseColor, Payload.RoughnessData.x, NoV, NoL, VoH, NoH);
Result.AddLobeWithMIS(Diffuse * ShadowTerminator, NoL / PI, Data.LobePdf.x);
Result.Pdf += Data.LobePdf.y * Spec0Pdf;
Result.Pdf += Data.LobePdf.z * Spec1Pdf;
Result.Pdf += Data.LobePdf.w * ClothPdf;
}
else if (bSampledSpecular)
{
SubstrateGlint(Payload, V, L, Data.Alpha0, GGXResult0.y /*Pdf*/, GGXResult0.x /*Weight*/);
const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
#if SUBSTRATE_FRESNEL_F82
// SUBSTRATE_TODO: Need to tune the logic for specular micro-occlusion ...
const float3 F = Data.Fuzz.Attenuation * F_AdobeF82(Data.F0, Data.F90, VoH) * FTint;
#else
const float3 F = Data.Fuzz.Attenuation * F_Schlick(Data.F0, Data.F90, VoH) * FTint;
#endif
Result.AddLobeWithMIS((1.0 - Payload.RoughnessData.z) * F * GGXResult0.x * Data.Spec0W, Spec0Pdf, Data.LobePdf.y);
Result.AddLobeWithMIS(( Payload.RoughnessData.z) * F * GGXResult1.x * Data.Spec1W, Spec1Pdf, Data.LobePdf.z);
Result.Pdf += Data.LobePdf.x * DiffPdf;
Result.Pdf += Data.LobePdf.w * ClothPdf;
Result.ScatterType = PATHTRACER_SCATTER_SPECULAR;
}
else
{
// Cloth Lobe
Result.AddLobeWithMIS(ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.w);
Result.ScatterType = PATHTRACER_SCATTER_SPECULAR;
Result.Pdf += Data.LobePdf.x * DiffPdf;
Result.Pdf += Data.LobePdf.y * Spec0Pdf;
Result.Pdf += Data.LobePdf.z * Spec1Pdf;
}
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
return Result;
}
FMaterialEval Substrate_EvalMaterial(
float3 V_World,
float3 L_World,
FPathTracingPayload Payload,
float2 DiffuseSpecularScale
)
{
FSubstrateSingleSlabData Data = (FSubstrateSingleSlabData)0;
Data.PrepareBSDF(V_World, Payload);
const float3 N_World = Payload.WorldNormal;
// move vectors into right shading frame
const float3 V = Data.V;
const float3 L = mul(Data.Basis, L_World);
const float3 H = normalize(V + L);
const float NoV = saturate(V.z);
const float NoL = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
FMaterialEval Result = NullMaterialEval();
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
{
const float3 Diffuse = Data.DiffuseWeight * GetPathTracingDiffuseModel(Payload.DiffuseColor, Payload.RoughnessData.x, NoV, NoL, VoH, NoH);
Result.AddLobeWithMIS(DiffuseSpecularScale.x * Diffuse * ShadowTerminator, NoL / PI, Data.LobePdf.x);
}
{
float2 GGXResult0 = GGXEvalReflection(L, V, H, Data.Alpha0);
const float2 GGXResult1 = GGXEvalReflection(L, V, H, Data.Alpha1);
const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
#if SUBSTRATE_FRESNEL_F82
const float3 F = Data.Fuzz.Attenuation * F_AdobeF82(Data.F0, Data.F90, VoH) * FTint;
#else
const float3 F = Data.Fuzz.Attenuation * F_Schlick(Data.F0, Data.F90, VoH) * FTint;
#endif
SubstrateGlint(Payload, V, L, Data.Alpha0, GGXResult0.y /*Pdf*/, GGXResult0.x /*Weight*/);
Result.AddLobeWithMIS(DiffuseSpecularScale.y * (1.0 - Payload.RoughnessData.z) * F * GGXResult0.x * Data.Spec0W, GGXResult0.y, Data.LobePdf.y);
Result.AddLobeWithMIS(DiffuseSpecularScale.y * ( Payload.RoughnessData.z) * F * GGXResult1.x * Data.Spec1W, GGXResult1.y, Data.LobePdf.z);
}
{
// Cloth Lobe
const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
Result.AddLobeWithMIS(DiffuseSpecularScale.y * ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.w);
}
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
return Result;
}
struct FSubstrateClearCoatData
{
float3x3 BaseBasis;
float3x3 CoatBasis;
float3 BaseV;
float3 CoatV;
float DiffuseWeight;
float3 F0;
float3 F90;
float2 BaseAlpha;
float2 CoatAlpha;
float CoatAttenuation;
FBxDFEnergyTermsRGB BaseSpec;
FBxDFEnergyTermsA CoatSpec;
FSubstrateSheenData Fuzz;
float3 LobeCdf;
float4 LobePdf;
void PrepareBSDF(float3 V_World, FPathTracingPayload Payload, bool bUseSSSColor = false)
{
float3 BaseWorldNormal = Payload.WorldNormal;
#if CLEAR_COAT_BOTTOM_NORMAL
if ((Payload.BottomNormalOct16bits & 0xFFFF) != 0)
{
const float2 BottomNormalOct = UnpackBottomNormalOct(Payload.BottomNormalOct16bits);
BaseWorldNormal = SubstrateGetSimpleCoatBottomNormal(BottomNormalOct, Payload.WorldNormal);
}
#endif
BaseBasis = GetGGXBasis(Payload.RoughnessData.x, Payload.Anisotropy, BaseWorldNormal, Payload.WorldTangent, BaseAlpha);
BaseAlpha = GetGGXAlpha(Payload.RoughnessData.x, Payload.Anisotropy);
CoatBasis = GetGGXBasis(Payload.RoughnessData.y, Payload.Anisotropy, Payload.WorldNormal, Payload.WorldTangent, CoatAlpha);
CoatAlpha = GetGGXAlpha(Payload.RoughnessData.y, Payload.Anisotropy);
BaseV = mul(BaseBasis, V_World);
CoatV = mul(CoatBasis, V_World);
// make sure F0=0.0 fades off the specular lobe completely
F0 = Payload.SpecularColor;
F90 = Payload.SpecularEdgeColor * F0RGBToMicroOcclusion(F0);
const float BaseNoV = saturate(BaseV.z);
const float CoatNoV = saturate(CoatV.z);
// SUBSTRATE_TODO: Add support for F82 model?
BaseSpec = ComputeGGXSpecEnergyTermsRGB(Payload.RoughnessData.x, BaseNoV, F0, F90);
CoatSpec = ComputeGGXSpecEnergyTermsA(Payload.RoughnessData.y, CoatNoV, CLEAR_COAT_F0);
Fuzz.Prepare(CoatNoV, Payload.FuzzRoughness, Payload.FuzzAmount);
CoatAttenuation = 1.0 - Payload.RoughnessData.z * CoatSpec.E;
DiffuseWeight = Fuzz.Attenuation * CoatAttenuation * (1.0 - Luminance(BaseSpec.E));
const float3 BaseSpecAlbedo = Fuzz.Attenuation * CoatAttenuation * BaseSpec.E;
const float CoatSpecAlbedo = Fuzz.Attenuation * Payload.RoughnessData.z * CoatSpec.E;
const float3 FuzzAlbedo = Fuzz.Scale * Payload.FuzzColor;
// Now prepare a cdf/pdf for lobe selection
float3 MaxLobeWeight = Payload.GetMaxLobeWeight();
LobeCdf = LobeSelectionCdf(
MaxLobeWeight * DiffuseWeight * (bUseSSSColor ? Payload.SubsurfaceColor : Payload.DiffuseColor),
MaxLobeWeight * BaseSpecAlbedo,
MaxLobeWeight * CoatSpecAlbedo,
MaxLobeWeight * FuzzAlbedo);
LobePdf = LobeSelectionPdf(LobeCdf);
}
};
FMaterialSample SubstrateClearCoat_SampleMaterial(
float3 V_World,
FPathTracingPayload Payload,
float3 RandSample
)
{
FSubstrateClearCoatData Data = (FSubstrateClearCoatData)0;
Data.PrepareBSDF(V_World, Payload);
float OutRoughness = 1;
float3 OutNormal = Payload.WorldNormal;
float3 OutL = 0;
float3 OutV = 0;
float3 OutH = 0;
float3x3 OutBasis;
const bool bSampledDiffuse = RandSample.x < Data.LobeCdf.x;
const bool bSampledSpecular = RandSample.x < Data.LobeCdf.z;
if (bSampledDiffuse)
{
RandSample.x = RescaleRandomNumber(RandSample.x, 0.0, Data.LobeCdf.x);
// diffuse lobe
OutL = CosineSampleHemisphere(RandSample.xy).xyz;
OutV = Data.BaseV;
OutH = normalize(OutL + OutV);
OutBasis = Data.BaseBasis;
}
else if (bSampledSpecular)
{
// specular lobes
const bool bUseBaseSpec = RandSample.x < Data.LobeCdf.y;
if (bUseBaseSpec)
{
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.x, Data.LobeCdf.y);
OutRoughness = Payload.RoughnessData.x;
const float2 BottomNormalOct = UnpackBottomNormalOct(Payload.BottomNormalOct16bits);
OutNormal = SubstrateGetSimpleCoatBottomNormal(BottomNormalOct, Payload.WorldNormal);
OutBasis = Data.BaseBasis;
OutV = Data.BaseV;
}
else
{
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.y, Data.LobeCdf.z);
OutRoughness = Payload.RoughnessData.y;
OutBasis = Data.CoatBasis;
OutV = Data.CoatV;
}
OutV = bUseBaseSpec ? Data.BaseV : Data.CoatV;
OutH = ImportanceSampleVisibleGGX(RandSample.xy, bUseBaseSpec ? Data.BaseAlpha : Data.CoatAlpha, OutV).xyz;
OutL = reflect(-OutV, OutH);
if (OutL.z <= 0)
{
// invalid output direction, exit early
return NullMaterialSample();
}
}
else
{
// cloth lobe
RandSample.x = RescaleRandomNumber(RandSample.x, Data.LobeCdf.z, 1.0);
OutV = Data.CoatV;
OutL = Data.Fuzz.Sample(RandSample.xy);
OutH = normalize(OutL + OutV);
OutBasis = Data.CoatBasis;
}
// transform to world space
float3 L = OutL;
float3 V = OutV;
float3 H = OutH;
const float3 L_World = normalize(mul(L, OutBasis));
const float3 N_World = OutNormal;
const float NoV = saturate(V.z);
const float NoL = saturate(L.z);
const float VoH = saturate(dot(V, H));
const float NoH = saturate(H.z);
FMaterialSample Result = CreateMaterialSample(L_World, 0.0, 0.0, 1.0, OutRoughness, PATHTRACER_SCATTER_DIFFUSE);
const float Metallic = F0RGBToMetallic(Payload.SpecularColor);
const float3 BaseColor = lerp(Payload.DiffuseColor, Payload.SpecularColor, Metallic);
const float3 Transmission = lerp(1.0, SimpleClearCoatTransmittance(NoL, NoV, Metallic, BaseColor), Payload.RoughnessData.z);
const float DiffPdf = NoL / PI;
const float2 BaseGGXResult = GGXEvalReflection(L, V, H, Data.BaseAlpha);
const float2 CoatGGXResult = GGXEvalReflection(L, V, H, Data.CoatAlpha);
const float BaseSpecPdf = BaseGGXResult.y;
const float CoatSpecPdf = CoatGGXResult.y;
const float4 ClothResult = Data.Fuzz.Eval(L, V, H, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
const float ShadowTerminator = ShadowTerminatorTerm(L_World, N_World, Payload.WorldSmoothNormal);
if (bSampledDiffuse)
{
const float3 Diffuse = Transmission * Data.DiffuseWeight * GetPathTracingDiffuseModel(Payload.DiffuseColor, Payload.RoughnessData.x, NoV, NoL, VoH, NoH);
Result.AddLobeWithMIS(Diffuse * ShadowTerminator, NoL / PI, Data.LobePdf.x);
Result.Pdf += Data.LobePdf.y * BaseSpecPdf;
Result.Pdf += Data.LobePdf.z * CoatSpecPdf;
Result.Pdf += Data.LobePdf.w * ClothPdf;
}
else if (bSampledSpecular)
{
const float3 FTint = SubstrateSpecularTint(Payload, NoV, NoL, VoH, NoH);
#if SUBSTRATE_FRESNEL_F82
// SUBSTRATE_TODO: Need to tune the logic for specular micro-occlusion ...
const float3 FBase = Data.Fuzz.Attenuation * F_AdobeF82(Data.F0, Data.F90, VoH) * FTint;
#else
const float3 FBase = Data.Fuzz.Attenuation * F_Schlick(Data.F0, Data.F90, VoH) * FTint;
#endif
const float3 FCoat = Payload.RoughnessData.z * ClearCoatFresnel(VoH) * FTint;
Result.AddLobeWithMIS(Data.CoatAttenuation * FBase * BaseGGXResult.x * Data.BaseSpec.W * Transmission, BaseSpecPdf, Data.LobePdf.y);
Result.AddLobeWithMIS(Data.Fuzz.Attenuation * FCoat * CoatGGXResult.x * Data.CoatSpec.W , CoatSpecPdf, Data.LobePdf.z);
Result.Pdf += Data.LobePdf.x * DiffPdf;
Result.Pdf += Data.LobePdf.w * ClothPdf;
Result.ScatterType = PATHTRACER_SCATTER_SPECULAR;
}
else
{
// Cloth Lobe
Result.AddLobeWithMIS(ClothResult.xyz * ShadowTerminator, ClothPdf, Data.LobePdf.w);
Result.ScatterType = PATHTRACER_SCATTER_SPECULAR;
Result.Pdf += Data.LobePdf.x * DiffPdf;
Result.Pdf += Data.LobePdf.y * BaseSpecPdf;
Result.Pdf += Data.LobePdf.z * CoatSpecPdf;
}
Result.Weight *= SubstrateLobeWeight(Payload, NoL);
return Result;
}
FMaterialEval SubstrateClearCoat_EvalMaterial(
float3 V_World,
float3 L_World,
FPathTracingPayload Payload,
float2 DiffuseSpecularScale
)
{
FSubstrateClearCoatData Data = (FSubstrateClearCoatData)0;
Data.PrepareBSDF(V_World, Payload);
// move vectors into right shading frame
const float3 BaseV = Data.BaseV;
const float3 BaseL = mul(Data.BaseBasis, L_World);
const float3 BaseH = normalize(BaseV + BaseL);
const float BaseNoV = saturate(BaseV.z);
const float BaseNoL = saturate(BaseL.z);
const float BaseVoH = saturate(dot(BaseV, BaseH));
const float BaseNoH = saturate(BaseH.z);
const float3 CoatV = Data.CoatV;
const float3 CoatL = mul(Data.CoatBasis, L_World);
const float3 CoatH = normalize(CoatV + CoatL);
const float CoatNoV = saturate(CoatV.z);
const float CoatNoL = saturate(CoatL.z);
const float CoatVoH = saturate(dot(CoatV, CoatH));
const float CoatNoH = saturate(CoatH.z);
FMaterialEval Result = NullMaterialEval();
const float Metallic = F0RGBToMetallic(Payload.SpecularColor);
const float3 BaseColor = lerp(Payload.DiffuseColor, Payload.SpecularColor, Metallic);
const float3 Transmission = lerp(1.0, SimpleClearCoatTransmittance(CoatNoL, CoatNoV, Metallic, BaseColor), Payload.RoughnessData.z);
const float BasehadowTerminator = ShadowTerminatorTerm(L_World, Data.BaseBasis[2], Payload.WorldSmoothNormal);
const float CoatShadowTerminator = ShadowTerminatorTerm(L_World, Data.CoatBasis[2], Payload.WorldSmoothNormal);
{
const float3 Diffuse = Transmission * Data.DiffuseWeight * GetPathTracingDiffuseModel(Payload.DiffuseColor, Payload.RoughnessData.x, BaseNoV, BaseNoL, BaseVoH, BaseNoH);
Result.AddLobeWithMIS(DiffuseSpecularScale.x * Diffuse * BasehadowTerminator, BaseNoL / PI, Data.LobePdf.x);
}
{
const float2 BaseGGXResult = GGXEvalReflection(BaseL, BaseV, BaseH, Data.BaseAlpha);
const float2 CoatGGXResult = GGXEvalReflection(CoatL, CoatV, CoatH, Data.CoatAlpha);
const float BaseSpecPdf = BaseGGXResult.y;
const float CoatSpecPdf = CoatGGXResult.y;
const float3 FTint = SubstrateSpecularTint(Payload, CoatNoV, CoatNoL, CoatVoH, CoatNoH);
#if SUBSTRATE_FRESNEL_F82
// SUBSTRATE_TODO: Need to tune the logic for specular micro-occlusion ...
const float3 FBase = Data.Fuzz.Attenuation * F_AdobeF82(Data.F0, Data.F90, CoatVoH) * FTint;
#else
const float3 FBase = Data.Fuzz.Attenuation * F_Schlick(Data.F0, Data.F90, CoatVoH) * FTint;
#endif
const float3 FCoat = Payload.RoughnessData.z * ClearCoatFresnel(CoatVoH) * FTint;
Result.AddLobeWithMIS(Data.CoatAttenuation * FBase * BaseGGXResult.x * Data.BaseSpec.W * Transmission, BaseSpecPdf, Data.LobePdf.y);
Result.AddLobeWithMIS(Data.Fuzz.Attenuation * FCoat * CoatGGXResult.x * Data.CoatSpec.W , CoatSpecPdf, Data.LobePdf.z);
}
{
// Cloth Lobe
const float4 ClothResult = Data.Fuzz.Eval(CoatL, CoatV, CoatH, Payload.FuzzColor);
const float ClothPdf = ClothResult.w;
Result.AddLobeWithMIS(DiffuseSpecularScale.y * ClothResult.xyz * CoatShadowTerminator, ClothPdf, Data.LobePdf.w);
}
Result.Weight *= SubstrateLobeWeight(Payload, CoatNoL);
return Result;
}