pub fn shade_point(
material: &ShadeMaterial,
lights: &[Light],
n: Vec3,
v: Vec3,
position: Vec3,
env: Option<&PrefilterEnv>,
brdf_lut: Option<&BrdfLut>,
) -> Vec3Expand description
Full shading of a surface point given material, lights, geometry, and an optional IBL environment.
Returns linear HDR radiance (before tone-mapping).