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
