DirectBRDF_DualLobeSpecular
half3 DirectBRDF_DualLobeSpecular(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS,half mask, half lobeWeight){ float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS)); float NoH = saturate(dot(normalWS, halfDir)); half LoH = saturate(dot(lightDirectionWS, halfDir)); float d = NoH * NoH * brdfData.roughness2MinusOne + 1.000..